Professional Documents
Culture Documents
CONTENT
EUROPEAN ELECTRONIC
PUBLISHING
VERSION I
- September 1997 -
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EDITORIAL BOARD
RAPPORTEURS
FEATURED CONTRIBUTORS
Foreword vii
Introduction 1
I VISION 7
Knowledge Publishing 98
STM Publishing 98
Business Information Publishing 104
Corporate Publishing 108
Appendices
References
Contributors
Our aim is to provide the Commission of the European Union with a document that
gathers, consolidates and articulates opinion in the hope that such ideas may help
those involved to accelerate the creation and capture of the new and evolving
markets in Europe that fall under the broad designation of publishing; and to enable
those involved to use Europe as a springboard for the markets of the world. But
perhaps even more important than this for the economic and social health of the
citizens of the Union is that the Commission should help to accelerate the ready
take-up of the new technology of communication so that everyone can benefit from
the easy access to information that the revolution has the potential to provide.
Our sincere hope is that this document will stimulate you, the reader, to consider the
revolution in publishing that is, or could now be taking place around you, and to
provide us with your ideas and insights so that we can improve the case and make
more effective the use by the Commission in this field of our contribution as tax
payers.
dissemination that is both efficient and pleasurable to consume.
BRIAN OAKLEY
September 1997
Currently under
development, the Fifth
Framework Programme is a
large-scale research and
development programme
THE FIFTH which is expected to last for
FRAMEWORK five years 1998-2003. It
PROGRAMME aims to assist a transition
from research focusing
solely on technological
performance towards
research focusing on the
individual and the response
to economic and social
needs.
Believe It Or Not…
The challenges and opportunities that will confront the electronic publishing
community provided an impetus for us
The European way towards the
to consult with experts from a wide
Information Society is based on a
variety of organisations and
profound societal dialogue, not
constituency. Throughout 1996 and
only with industry but also
1997, a series of open fora and
within society.
discussion groups, overseen by our
MARTIN BANGEMANN
editorial board, as well as
questionnaires, interactive Web site and Rather than being an end result, this publication
personal consultation resulted in opinion from industry
represents leaders,
a step content
in the ongoing providers,
process
users, researchers and many other types of players from small and medium-sized
described above. Your feedback is encouraged.
enterprises, larger firms, research centers, universities, public institutions,
governmental institutions, initiatives projects. By inviting outside ideas and opinions,
we aimed to chart a course that will provide a vision of the future that is both
stimulating and grounded in the real-world experiences of the contributors.
1. unlocking the resources of the living world and the ecosystem: the aim will
be to study the fundamental mechanisms affecting human life and apply the
knowledge acquired to health and food. This topic also covers environmental
research (safeguarding and conserving natural resources, tackling pollution
problems and understanding global change phenomena, etc.)
4. enhancing human potential: the main aim is to improve the training and
mobility of research scientists, including those in industry and encourage them to
seek scientific research posts in Europe. The Commission also wants to raise the
profile of socio-economic research so as to acquire a better understanding of the
impact of new technologies on work, the economy, education and culture
5. innovation and involvement of SMEs: the aim is to give more SMEs easier access
to research and to research results by setting up a single, simplified
administrative framework for them and developing technology transfer
mechanisms
In a publishing world that is changing very fast, this paper sets out the vision of the
revolution that is hitting the industry. It is prepared by some of those participating
in it, including printers, technologists, commercial, industrial, and social end-users
involved in the revolution. The aim is to stimulate discussion and input from others,
and to provide the European Commission with a document that helps them in
planning their future policy making, R&D programme, and work to encourage the
use of new technology. In particular we hope this document will be helpful in
planning the “Creating the User-Friendly Information Society” theme of the
Commission’s Fifth Framework Programme
(http://www.cordis.lu/fifth/home.html).
VISION
If it is difficult to see the future clearly. Nevertheless, it is clear that all concerned
see great changes coming and great opportunities in those changes. No one in this
“content” world doubts that multi-media will soon permeate all aspects, if it has not
done so already. The expansion of online commerce, especially on the Internet, is a
constant theme. Part of the excitement for Europe lies in the liberating impact
predicted to result from the wave of Telecoms privatizations promised for the next
few years. Another part of the excitement comes from the expected coming
together of the creative content people with the technologists whose creativity takes
a very different form. Predictions are made for automatic hand-writing recognition
and simultaneous translation by the year 2020. The rise of new players is predicted
as the retail world moves into cyberspace. A period of significant economic upswing
is predicted, based on the growth that characterises the communications and multi-
media explosion of the early 21st century. The strength of the European content
producers and media industry gives Europe the opportunity to build a position at the
top of the online commerce markets of the world. This vision foresees a key role for
the Commission to facilitate and enable this revolution.
TECHNICAL REQUIREMENTS
The expanding scope for electronic publishing is central to this vision. Multimedia
search by document content is one of the technologies needed to facilitate this
expansion. The need for fundamental research, for example on holographic stores
and quantum computing is recognised as essential. But more immediate applied
research remains a priority, for example for the handling of multi-media content, and
the problems of classifying, storing and retrieving digital content. Speed of
communication and accessibility to information become ever more important. Many
new technological developments and interdisciplinary interfaces will blur the role of
consumers, content publishers and content creators. As the electronic publishing
field becomes increasingly complex, these roles will converge both inside and outside
the traditional publishing industries. It should be noted that there is a responsibility
on those conducting R&D programmes to face the societal and economic problems
that their work can help to alleviate.
The advent of multimedia has altered the traditional boundaries of the publishing
industries. Examples are given, drawn from the software industry, music publishing,
and the museums world, where the old frontiers are blurring. This presents
challenges for the industries concerned and for their content producers. New
markets are opening up and new entrants are challenging the old incumbents.
Because much of the content material is essentially European there is a particular
challenge for Europe to expand on the basis of their content heritage. There is an
important role for the Commission in helping both the traditional publishers, and the
new entrepreneurial firms enter the new markets opening up throughout the world.
TIME PRESSURES
Another set of challenges arises from the new outlook on time and attention span.
The need to save time puts pressure on publishing systems to realise faster
production and delivery of the content to the user. The user's attention span is
likely to be even shorter than it has been in the past, so systems that attract and
hold attention are liable to be valuable, and content has to be modified to get the
message over in the minimum of time.
These challenges are examined from the viewpoint of some of the main players -
the Creators of Content, the Publishers, the Collection Holders, the Intermediaries
the Technologists, and the Users, both as professional users and as private citizens.
Their challenges and needs are collated and tabulated under the following headings:
Content Management, Content Delivery, Transactional, Socio-economic and
Standards. It is pointed out that unlike traditional multimedia formats, in the new
“digital content” media all components can be readily combined and integrated.
Having considered the way the publishing world is going to come under various
pressures for change, it becomes very clear that there is a vital role for the
Commission to orchestrate the emerging picture in Europe in order to give the
players time to adapt. The Commission can help the publishing industries to be
aware of the world scene, to adapt to the new technologies, and to help Europe to
produce new systems tailored for the European publishing world (and beyond). The
market and the content cultural heritage in Europe know no frontiers. The
Commission can help to ensure a commonality of approach across Europe. In
particular there are a number of policy issues that must be addressed on a European
wide basis. These issues are likely to hamper the speed of response of Europe to
the opportunities that are opening up. These roles for the Commission are
considered in more detail in the remainder of the paper under the title “Actions”.
POLICY ACTIONS
Some of the Policy issues of most concern to the publishing community are
considered. Network pricing is both an issue that will impact on the rate of take up
of electronic methods and on the choice of communications technology. Security
and privacy remain issues where progress is being delayed by lack on policy
decisions. Methods of controlling quality on the Net are both policy and technical
issues. Property rights are always a matter of concern to the publishing industry
with new aspects being thrown up by the new methods and styles of publication. It
is hoped that the R&D community will be able to take an active part in the
discussions leading to decision making on these issues.
PRE-PROJECT ACTIONS
There is always a problem of making sure that all those who could potentially benefit
from subsidies are aware of the opportunities presented by participation in the R&D
Framework Programmes. This situation is made worse in the current publishing
scene for new players coming in, especially in the Creative Content Generation area.
The Commission is encouraged to reach out and attract these newcomers to
participate. It is proposed that a dedicated unit be formed to carry out a targeted
awareness programme and that it heavily leverages newer techniques and channels
applicable to this task, such as the World Wide Web, chat, alerts, agents, and
advanced profiling for search.
The introduction points out that there are a variety of approaches and aspects of
R&D Action that need to be adopted as appropriate. Then the R&D requirements of
two application domains of the publishing world are considered in some detail,
Knowledge Publishing and Content Generation. There is an emphasis on research in
information retrieval, providing improved access to existing material in a variety of
ways. Tools for automatic summary creation is another priority. Both of these
topics appear as priorities in many sectors of the publishing field and indeed
throughout the electronic media user community. Ready means of access to a
variety of databases appears as another priority topic. The need for setting
performance benchmarks for network service providers in order to improve the
quality of network service is seen as a priority for the Business community. More
work is required on pricing and payment methods for information access, again a
requirement for many parts of publishing.
One suggestion that is likely to attract widespread support is for work that would
enable automatic completion of many of the entries needed to complete a
variety of government returns. One generic suggestion is for work on the automatic
capture of information in printed form. Though this requirement is posed in respect
of a particular reason, this work will be valuable to meet a range of needs.
The other main category of publishing which is examined for R&D needs is called
“Entertainment and Lifestyle” Publishing. The two main domains that are examined
are Content Generation and Public Information & Publishing for the Citizen.
Integrated tool sets to enable the content generation teams to operate efficiently in
a digital culture are the main objective of the first group of R&D proposals.
Collaborative authoring tools, packaging and archiving tools are required to enable
shared-resource working to be carried out efficiently. Support for manipulating and
transforming content remains a requirement. Measuring user needs and capturing
feedback are included in the requirements. Reusable libraries are needed, leading to
the requirements for work on information indexing and retrieval that feature in so
many other areas.
The Publishing for the Citizen sector raises rather different requirements, many of
which are more in the nature of integrated applications systems. But the main
underlying requirements remain the same topics of easy information access and
retrieval, with a particular emphasis on the unskilled user. The problem of
information overload looms large in this user domain as in every other. Because of
the nature of the end user, the domain of the citizen presents special challenges and
opportunities for R&D covering many of the aspects already raised by the other
domains of more specialist users.
Two other domains are considered briefly - Mass Market Publishing, and the
interesting emerging field of Publishing for Digital Collections such as museums.
More work is needed to establish the R&D priorities for these fields, but it is clear
that many of the requirements already raised by the other domains will apply here
too. The Digital Collections field will have a rather special set of requirements,
concerned with the conversion of artefacts to the digital form, and the effective
“publication” of that material in multimedia form. Virtual reality will have a
significant part to play in these system developments.
ENABLING TECHNOLOGIES
Each main subsection of the Information Society theme of the Fifth Framework
programme will have its own R&D activities, and the examples summarised in the
previous paragraphs illustrate the type of work that will be covered in the Multimedia
Content theme. Of course, close liaison will be required with similar work in other
parts of the programme. In the areas of Visionary research and Enabling
Technologies, particular attention will be needed to sort out the overlap with the
other themes. There is a continuing need for more basic work for the publishing
world as for every other. Examples of the type of work are given in the paper, but
of course the nearer one gets to visionary research the more what should be
supported must depend upon what good work emerges in the proposals rather than
that proposed in advance.
TAKE UP ACTIONS
For the publishing community much R&D is required, but this is wasted if the
resulting systems are not taken up and used. So it will be important that a proper
balance is made between R&D work and work by other means to encourage the
application of what new systems already exist and are being developed.
In a publishing world that is changing very fast, this paper sets out the vision of the
revolution that is hitting the industry. It is prepared by some of those participating
in it, including printers, technologists, commercial, industrial, and social end-users
involved in the revolution. The aim is to stimulate discussion and input from others,
and to provide the European Commission with a document that helps them in
planning their future policy making, R&D programme, and work to encourage the
use of new technology. In particular we hope this document will be helpful in
planning the “Creating the User-Friendly Information Society” theme of the
Commission’s Fifth Framework Programme
(http://www.cordis.lu/fifth/home.html).
VISION
If it is difficult to see the future clearly. Nevertheless, it is clear that all concerned
see great changes coming and great opportunities in those changes. No one in this
“content” world doubts that multi-media will soon permeate all aspects, if it has not
done so already. The expansion of online commerce, especially on the Internet, is a
constant theme. Part of the excitement for Europe lies in the liberating impact
predicted to result from the wave of Telecoms privatizations promised for the next
few years. Another part of the excitement comes from the expected coming
together of the creative content people with the technologists whose creativity takes
a very different form. Predictions are made for automatic hand-writing recognition
and simultaneous translation by the year 2020. The rise of new players is predicted
as the retail world moves into cyberspace. A period of significant economic upswing
is predicted, based on the growth that characterises the communications and multi-
media explosion of the early 21st century. The strength of the European content
producers and media industry gives Europe the opportunity to build a position at the
top of the online commerce markets of the world. This vision foresees a key role for
the Commission to facilitate and enable this revolution.
TECHNICAL REQUIREMENTS
The expanding scope for electronic publishing is central to this vision. Multimedia
search by document content is one of the technologies needed to facilitate this
expansion. The need for fundamental research, for example on holographic stores
and quantum computing is recognised as essential. But more immediate applied
research remains a priority, for example for the handling of multi-media content, and
the problems of classifying, storing and retrieving digital content. Speed of
communication and accessibility to information become ever more important. Many
new technological developments and interdisciplinary interfaces will blur the role of
consumers, content publishers and content creators. As the electronic publishing
field becomes increasingly complex, these roles will converge both inside and outside
the traditional publishing industries. It should be noted that there is a responsibility
on those conducting R&D programmes to face the societal and economic problems
that their work can help to alleviate.
The advent of multimedia has altered the traditional boundaries of the publishing
industries. Examples are given, drawn from the software industry, music publishing,
and the museums world, where the old frontiers are blurring. This presents
challenges for the industries concerned and for their content producers. New
markets are opening up and new entrants are challenging the old incumbents.
Because much of the content material is essentially European there is a particular
challenge for Europe to expand on the basis of their content heritage. There is an
important role for the Commission in helping both the traditional publishers, and the
new entrepreneurial firms enter the new markets opening up throughout the world.
TIME PRESSURES
Another set of challenges arises from the new outlook on time and attention span.
The need to save time puts pressure on publishing systems to realise faster
production and delivery of the content to the user. The user's attention span is
likely to be even shorter than it has been in the past, so systems that attract and
hold attention are liable to be valuable, and content has to be modified to get the
message over in the minimum of time.
These challenges are examined from the viewpoint of some of the main players -
the Creators of Content, the Publishers, the Collection Holders, the Intermediaries
the Technologists, and the Users, both as professional users and as private citizens.
Their challenges and needs are collated and tabulated under the following headings:
Content Management, Content Delivery, Transactional, Socio-economic and
Standards. It is pointed out that unlike traditional multimedia formats, in the new
“digital content” media all components can be readily combined and integrated.
Having considered the way the publishing world is going to come under various
pressures for change, it becomes very clear that there is a vital role for the
Commission to orchestrate the emerging picture in Europe in order to give the
players time to adapt. The Commission can help the publishing industries to be
aware of the world scene, to adapt to the new technologies, and to help Europe to
produce new systems tailored for the European publishing world (and beyond). The
market and the content cultural heritage in Europe know no frontiers. The
Commission can help to ensure a commonality of approach across Europe. In
particular there are a number of policy issues that must be addressed on a European
wide basis. These issues are likely to hamper the speed of response of Europe to
the opportunities that are opening up. These roles for the Commission are
considered in more detail in the remainder of the paper under the title “Actions”.
POLICY ACTIONS
Some of the Policy issues of most concern to the publishing community are
considered. Network pricing is both an issue that will impact on the rate of take up
of electronic methods and on the choice of communications technology. Security
and privacy remain issues where progress is being delayed by lack on policy
decisions. Methods of controlling quality on the Net are both policy and technical
issues. Property rights are always a matter of concern to the publishing industry
with new aspects being thrown up by the new methods and styles of publication. It
is hoped that the R&D community will be able to take an active part in the
discussions leading to decision making on these issues.
PRE-PROJECT ACTIONS
There is always a problem of making sure that all those who could potentially benefit
from subsidies are aware of the opportunities presented by participation in the R&D
Framework Programmes. This situation is made worse in the current publishing
scene for new players coming in, especially in the Creative Content Generation area.
The Commission is encouraged to reach out and attract these newcomers to
participate. It is proposed that a dedicated unit be formed to carry out a targeted
awareness programme and that it heavily leverages newer techniques and channels
applicable to this task, such as the World Wide Web, chat, alerts, agents, and
advanced profiling for search.
The introduction points out that there are a variety of approaches and aspects of
R&D Action that need to be adopted as appropriate. Then the R&D requirements of
two application domains of the publishing world are considered in some detail,
Knowledge Publishing and Content Generation. There is an emphasis on research in
information retrieval, providing improved access to existing material in a variety of
ways. Tools for automatic summary creation is another priority. Both of these
topics appear as priorities in many sectors of the publishing field and indeed
throughout the electronic media user community. Ready means of access to a
variety of databases appears as another priority topic. The need for setting
performance benchmarks for network service providers in order to improve the
quality of network service is seen as a priority for the Business community. More
work is required on pricing and payment methods for information access, again a
requirement for many parts of publishing.
One suggestion that is likely to attract widespread support is for work that would
enable automatic completion of many of the entries needed to complete a
variety of government returns. One generic suggestion is for work on the automatic
capture of information in printed form. Though this requirement is posed in respect
of a particular reason, this work will be valuable to meet a range of needs.
The other main category of publishing which is examined for R&D needs is called
“Entertainment and Lifestyle” Publishing. The two main domains that are examined
are Content Generation and Public Information & Publishing for the Citizen.
Integrated tool sets to enable the content generation teams to operate efficiently in
a digital culture are the main objective of the first group of R&D proposals.
Collaborative authoring tools, packaging and archiving tools are required to enable
shared-resource working to be carried out efficiently. Support for manipulating and
transforming content remains a requirement. Measuring user needs and capturing
feedback are included in the requirements. Reusable libraries are needed, leading to
the requirements for work on information indexing and retrieval that feature in so
many other areas.
The Publishing for the Citizen sector raises rather different requirements, many of
which are more in the nature of integrated applications systems. But the main
underlying requirements remain the same topics of easy information access and
retrieval, with a particular emphasis on the unskilled user. The problem of
information overload looms large in this user domain as in every other. Because of
the nature of the end user, the domain of the citizen presents special challenges and
opportunities for R&D covering many of the aspects already raised by the other
domains of more specialist users.
Two other domains are considered briefly - Mass Market Publishing, and the
interesting emerging field of Publishing for Digital Collections such as museums.
More work is needed to establish the R&D priorities for these fields, but it is clear
that many of the requirements already raised by the other domains will apply here
too. The Digital Collections field will have a rather special set of requirements,
concerned with the conversion of artefacts to the digital form, and the effective
“publication” of that material in multimedia form. Virtual reality will have a
significant part to play in these system developments.
ENABLING TECHNOLOGIES
Each main subsection of the Information Society theme of the Fifth Framework
programme will have its own R&D activities, and the examples summarised in the
previous paragraphs illustrate the type of work that will be covered in the Multimedia
Content theme. Of course, close liaison will be required with similar work in other
parts of the programme. In the areas of Visionary research and Enabling
Technologies, particular attention will be needed to sort out the overlap with the
other themes. There is a continuing need for more basic work for the publishing
world as for every other. Examples of the type of work are given in the paper, but
of course the nearer one gets to visionary research the more what should be
supported must depend upon what good work emerges in the proposals rather than
that proposed in advance.
TAKE UP ACTIONS
For the publishing community much R&D is required, but this is wasted if the
resulting systems are not taken up and used. So it will be important that a proper
balance is made between R&D work and work by other means to encourage the
application of what new systems already exist and are being developed.
In a publishing world that is changing very fast, this paper sets out the vision of the
revolution that is hitting the industry. It is prepared by some of those participating
in it, including printers, technologists, commercial, industrial, and social end-users
involved in the revolution. The aim is to stimulate discussion and input from others,
and to provide the European Commission with a document that helps them in
planning their future policy making, R&D programme, and work to encourage the
use of new technology. In particular we hope this document will be helpful in
planning the “Creating the User-Friendly Information Society” theme of the
Commission’s Fifth Framework Programme
(http://www.cordis.lu/fifth/home.html).
VISION
If it is difficult to see the future clearly. Nevertheless, it is clear that all concerned
see great changes coming and great opportunities in those changes. No one in this
“content” world doubts that multi-media will soon permeate all aspects, if it has not
done so already. The expansion of online commerce, especially on the Internet, is a
constant theme. Part of the excitement for Europe lies in the liberating impact
predicted to result from the wave of Telecoms privatizations promised for the next
few years. Another part of the excitement comes from the expected coming
together of the creative content people with the technologists whose creativity takes
a very different form. Predictions are made for automatic hand-writing recognition
and simultaneous translation by the year 2020. The rise of new players is predicted
as the retail world moves into cyberspace. A period of significant economic upswing
is predicted, based on the growth that characterises the communications and multi-
media explosion of the early 21st century. The strength of the European content
producers and media industry gives Europe the opportunity to build a position at the
top of the online commerce markets of the world. This vision foresees a key role for
the Commission to facilitate and enable this revolution.
TECHNICAL REQUIREMENTS
The expanding scope for electronic publishing is central to this vision. Multimedia
search by document content is one of the technologies needed to facilitate this
expansion. The need for fundamental research, for example on holographic stores
and quantum computing is recognised as essential. But more immediate applied
research remains a priority, for example for the handling of multi-media content, and
the problems of classifying, storing and retrieving digital content. Speed of
communication and accessibility to information become ever more important. Many
new technological developments and interdisciplinary interfaces will blur the role of
consumers, content publishers and content creators. As the electronic publishing
field becomes increasingly complex, these roles will converge both inside and outside
the traditional publishing industries. It should be noted that there is a responsibility
on those conducting R&D programmes to face the societal and economic problems
that their work can help to alleviate.
The advent of multimedia has altered the traditional boundaries of the publishing
industries. Examples are given, drawn from the software industry, music publishing,
and the museums world, where the old frontiers are blurring. This presents
challenges for the industries concerned and for their content producers. New
markets are opening up and new entrants are challenging the old incumbents.
Because much of the content material is essentially European there is a particular
challenge for Europe to expand on the basis of their content heritage. There is an
important role for the Commission in helping both the traditional publishers, and the
new entrepreneurial firms enter the new markets opening up throughout the world.
TIME PRESSURES
Another set of challenges arises from the new outlook on time and attention span.
The need to save time puts pressure on publishing systems to realise faster
production and delivery of the content to the user. The user's attention span is
likely to be even shorter than it has been in the past, so systems that attract and
hold attention are liable to be valuable, and content has to be modified to get the
message over in the minimum of time.
These challenges are examined from the viewpoint of some of the main players -
the Creators of Content, the Publishers, the Collection Holders, the Intermediaries
the Technologists, and the Users, both as professional users and as private citizens.
Their challenges and needs are collated and tabulated under the following headings:
Content Management, Content Delivery, Transactional, Socio-economic and
Standards. It is pointed out that unlike traditional multimedia formats, in the new
“digital content” media all components can be readily combined and integrated.
Having considered the way the publishing world is going to come under various
pressures for change, it becomes very clear that there is a vital role for the
Commission to orchestrate the emerging picture in Europe in order to give the
players time to adapt. The Commission can help the publishing industries to be
aware of the world scene, to adapt to the new technologies, and to help Europe to
produce new systems tailored for the European publishing world (and beyond). The
market and the content cultural heritage in Europe know no frontiers. The
Commission can help to ensure a commonality of approach across Europe. In
particular there are a number of policy issues that must be addressed on a European
wide basis. These issues are likely to hamper the speed of response of Europe to
the opportunities that are opening up. These roles for the Commission are
considered in more detail in the remainder of the paper under the title “Actions”.
POLICY ACTIONS
Some of the Policy issues of most concern to the publishing community are
considered. Network pricing is both an issue that will impact on the rate of take up
of electronic methods and on the choice of communications technology. Security
and privacy remain issues where progress is being delayed by lack on policy
decisions. Methods of controlling quality on the Net are both policy and technical
issues. Property rights are always a matter of concern to the publishing industry
with new aspects being thrown up by the new methods and styles of publication. It
is hoped that the R&D community will be able to take an active part in the
discussions leading to decision making on these issues.
PRE-PROJECT ACTIONS
There is always a problem of making sure that all those who could potentially benefit
from subsidies are aware of the opportunities presented by participation in the R&D
Framework Programmes. This situation is made worse in the current publishing
scene for new players coming in, especially in the Creative Content Generation area.
The Commission is encouraged to reach out and attract these newcomers to
participate. It is proposed that a dedicated unit be formed to carry out a targeted
awareness programme and that it heavily leverages newer techniques and channels
applicable to this task, such as the World Wide Web, chat, alerts, agents, and
advanced profiling for search.
The introduction points out that there are a variety of approaches and aspects of
R&D Action that need to be adopted as appropriate. Then the R&D requirements of
two application domains of the publishing world are considered in some detail,
Knowledge Publishing and Content Generation. There is an emphasis on research in
information retrieval, providing improved access to existing material in a variety of
ways. Tools for automatic summary creation is another priority. Both of these
topics appear as priorities in many sectors of the publishing field and indeed
throughout the electronic media user community. Ready means of access to a
variety of databases appears as another priority topic. The need for setting
performance benchmarks for network service providers in order to improve the
quality of network service is seen as a priority for the Business community. More
work is required on pricing and payment methods for information access, again a
requirement for many parts of publishing.
One suggestion that is likely to attract widespread support is for work that would
enable automatic completion of many of the entries needed to complete a
variety of government returns. One generic suggestion is for work on the automatic
capture of information in printed form. Though this requirement is posed in respect
of a particular reason, this work will be valuable to meet a range of needs.
The other main category of publishing which is examined for R&D needs is called
“Entertainment and Lifestyle” Publishing. The two main domains that are examined
are Content Generation and Public Information & Publishing for the Citizen.
Integrated tool sets to enable the content generation teams to operate efficiently in
a digital culture are the main objective of the first group of R&D proposals.
Collaborative authoring tools, packaging and archiving tools are required to enable
shared-resource working to be carried out efficiently. Support for manipulating and
transforming content remains a requirement. Measuring user needs and capturing
feedback are included in the requirements. Reusable libraries are needed, leading to
the requirements for work on information indexing and retrieval that feature in so
many other areas.
The Publishing for the Citizen sector raises rather different requirements, many of
which are more in the nature of integrated applications systems. But the main
underlying requirements remain the same topics of easy information access and
retrieval, with a particular emphasis on the unskilled user. The problem of
information overload looms large in this user domain as in every other. Because of
the nature of the end user, the domain of the citizen presents special challenges and
opportunities for R&D covering many of the aspects already raised by the other
domains of more specialist users.
Two other domains are considered briefly - Mass Market Publishing, and the
interesting emerging field of Publishing for Digital Collections such as museums.
More work is needed to establish the R&D priorities for these fields, but it is clear
that many of the requirements already raised by the other domains will apply here
too. The Digital Collections field will have a rather special set of requirements,
concerned with the conversion of artefacts to the digital form, and the effective
“publication” of that material in multimedia form. Virtual reality will have a
significant part to play in these system developments.
ENABLING TECHNOLOGIES
Each main subsection of the Information Society theme of the Fifth Framework
programme will have its own R&D activities, and the examples summarised in the
previous paragraphs illustrate the type of work that will be covered in the Multimedia
Content theme. Of course, close liaison will be required with similar work in other
parts of the programme. In the areas of Visionary research and Enabling
Technologies, particular attention will be needed to sort out the overlap with the
other themes. There is a continuing need for more basic work for the publishing
world as for every other. Examples of the type of work are given in the paper, but
of course the nearer one gets to visionary research the more what should be
supported must depend upon what good work emerges in the proposals rather than
that proposed in advance.
TAKE UP ACTIONS
For the publishing community much R&D is required, but this is wasted if the
resulting systems are not taken up and used. So it will be important that a proper
balance is made between R&D work and work by other means to encourage the
application of what new systems already exist and are being developed.
“ It was government-funded “
research that gave the US its The Web is a valid, new,
20-year lead in computers and thriving medium for retail
the Net. commerce. It won’t wait for
STEWART BRAND you.
GLOBAL CONCEPTS
” ”
“ The Information Society will be driven by creative
people, who are highly selective about where they live.
The deciding factor when choosing where to locate new
businesses will not be economic factors but the simple
question of where people want to live and work. [It is]
changing the balance of advantage and disadvantage
between different regions and countries within Europe.
MARTIN BANGEMANN
7
”
European Electronic Publishing Version I
I. Vision
”
“ The popular mythos tells us that networks are powerful, global, fast,
and inexpensive. It's the place to meet friends and carry on business.
There, you'll find entertainment, expertise, and education. In short, it's
important to be online. It ain't necessarily so. Our networks can be
frustrating, expensive, unreliable connections that get in the way of
useful work. It is an overpromoted, hollow world, devoid of warmth and
human kindness. The heavily promoted information infrastructure
addresses few social needs or business concerns. At the same time, it
directly threatens precious parts of our society, including schools,
libraries, and social institutions. No birds sing. For all the promises of
virtual communities, it's more important to live a real life in a real
neighborhood."
CLIFFORD STOLL, SILICON SNAKE OIL
”
“ In the early 1970's, scientists sent out spaceships
to the edges of the universe, supposedly with a
payload that represented everything in the world.
It took you maybe from Bach to Beethoven to the
Beatles, but left out the gamelan orchestra."
PETER GREENAWAY
”
”
“ There's really no difference between composing for the computer
and composing conventionally. People often assume that music made
by guys in tuxedos with Stradivarius violins is warm and human, whilst
music made with buttons and wires is cold and clinical. Actually, the
opposite is often true. Orchestras are often programmed like bytes
in a computer, yet a computer, in the right hands, is a very soulful
instrument.
I hope to emerge…with a brand new musical instrument. It will run on
a computer and will not supplant the recording studio. It will work within
the confines of a desktop business computer but it will behave
more like a musical instrument - like a direct link between the music
that's in my imagination and sound waves that an audience can hear and enjoy.
I'd like to entice other artists into the fray…to become a magnet for willing,
creative minds".
THOMAS DOLBY
- 1-
-2–
-3–
-4–
A new media industry also explodes onto the scene to take advantage of
the network’s unique capabilities, such as interactivity and individual
customisation. Fuelled by new stock markets such as EASD, La Nouveau
Marché and Commission-sponsored programs aimed at the venture capital
industry and post-project consumer take-up of subsidy-funded information
products and services, start-ups plunge into the field, enhancing the
offerings of the traditional media companies, but increasingly competing
directly with them. New European media companies, in alliance with
American players such as Microsoft and Talucent (created from the
acquisition of Apple Computer by CNN), compete fiercely with old guard
television networks in a monumental struggle over digital TV after the
European television deregulation process gathers momentum. After a few
years of ordered confusion, shortened with help from the European
Commission, the Internet becomes the main medium of the 21 st century.
With an internal market far larger than the USA, and with connections
between the USA and the rest of the world choked at a few creaky and
overloaded American Network Access Points, Europe capitalises on the
opportunity to leapfrog the USA by providing the same content and
functionality from European-based servers. At the same time, with much-
needed assistance from the European Commission, which assumes its
place as representative of the European information industry to the
peoples and markets of the world, Europe takes advantage of its much
greater proximity to Eastern Europe, Russia, the Middle East and Africa to
become the dominant online commerce player in those regions, a position
that the geographically, culturally and linguistically isolated USA cannot
challenge for the next 10 years.
- END –
This expansion is both natural and created - it is reasonable, even expected, that
research and product development leverage "neighbour" technologies and
markets when seeking to move to the next level in content provision and access.
It is exhilarating to watch the domain widen, sometimes incrementally,
sometimes by revolution, but it is important to not bite off more than one can
chew. How wide a scope will we allow the word "publishing" in this document?
Without some limitations, the discussion becomes unwieldy. The challenge here
is not to artificially restrict the discussion for the sake of convenience, but to
choose the correct scope and have good reasons as to why a particular area was
included or not.
However, using the same infrastructure, what if the content being created were
CAD models of aeroplane parts, only to be used internally and never supplied to
the end users (in this case, the aeroplane passengers). Is that "publishing"?
Some have argued that it is, some that it is not.
Part of the job now is to agree on whether the scope and supporting arguments
presented here are sensible, what R&D and "Staying current" means
other actions fall within its borders, and to knowing what "staying
constantly reevaluate our scope to see if it is current" means
still current. This has been the subject of
debate over the past 18 months which will
hopefully continue into the future.
2000 5%
Million ECU
6%
1500
1000
15% 10%
500 1% 1% 3%
1%
1,5% 2%
0
r
es
te
t
na
ke
lis
e
ra
ap
in
tio
ar
po
ci
az
sp
kM
ca
pe
or
ag
ew
u
o
/S
C
M
Ed
Bo
N
M
ST
Vertikal in
Print
Important interfaces CD-ROM
Cross-Publishing
for
strategies
Current Problems:
• lack of standards (digital formats etc.)
• lack of interfaces between software tools
• need for specifications
Despite all the work over the past 50 years, the problem of classifying, storing,
and retrieving digital content, regardless of media type, remains a major problem
for all but the most simple and structured of topics. Developments like
associative stores help but they are slow and require a set of relational links to
be specified at the time of storage. Multimedia search by document content is a
technology that has reached initial demonstration phase, but is still in its infancy.
There is, essentially, no mature method of storing for retrieval text, images, and
sounds (including speech and music) other than to use words, normally in the
key-word format.
At one extreme, these topics are quite fundamental and fall into the category of
long range research. The way the brain seems to operate gives hope that ways
can be developed, perhaps based on unusual storage techniques, such as
holographic stores or quantum computation. Work is going on to develop
algorithms for using 3-state computation which seem to offer some promise.
Cognitive scientists, psychologists, materials scientists and others can all
contribute in a fundamental way.
Aggregators:
Intermediaries in the value
network who gather and add
value to content and
information services as well
as to rights
acknowledgement, payment
or consumer feedback, or
any subset of these
categories.
Market Access
Content Content Market
Fig. I-4 Content Creation Packaging Making
The two-layer
chain of
competencies Interface
Infrastructure Transport
Delivery
and
in the content Support
Services Systems
industry
The rapid movement of all publishing towards the electronic medium has already
started to blur some of the distinctions between primary and secondary
publishing, either by companies choosing vertical integration, or by practice in
the scientific community. Why is it changing? There are a number of reasons,
which can be illustrated by looking at the field of scientific, technical and medical
publishing:
Many new developments lie in interdisciplinary areas, for example the major
developments in materials science. Whether these are at the global scale
(understanding earth movement), the human scale (the development of new
materials for use in our technologies) or the microscale (nanotechnology both
for computing and medical technology), interdisciplinary research requires
new tools to help bridge differences in access to information, to terminology
and in communication to ensure others have access to it.
Almost a third of respondents felt that they had too many sources of
information. Although information usually arrives in time for it to be
useful, it is unlikely to be in the right form for decision making, and some
kind of reworking is required.
2. A large scale survey has also been undertaken by Reuters, in which over
1300 telephone interviews were conducted in the UK, the USA, Australia,
Hong Kong and Singapore in March/April 1996 in order to assess the
extent of the problems of information overload. Among the relevant
findings of this survey were:
Sixty-six per cent of all managers expect their job responsibilities will
make it necessary to accumulate more information.
8
Total Western European
7
housholds (m)
6 Broadband
5 online
4 services
3
2 Interactive
1 broadcasting
0
1996 1997 1998 1999 2000
In order to ensure that Europe enters the 21 st century under the best possible
conditions, efforts in research, technological development and technology take-
up must directly address the universal issues that make up the world in which
they participate, including 1) employment, 2) the need for improved quality of
life and health 3) our increased demands on the environment, and 4) the
globalisation of trade coupled with the need for greater competitiveness
worldwide. Information industry R&D must also address issues of access, ease
of use, cost-effectiveness and interoperability of content resources.
”
24 European Electronic Publishing Version I
I. Vision
Information, or the lack of it, permeates our lives and affects everything we do.
Much of what we do each day revolves around obtaining, handling, providing
and avoiding information. Office workers caught in rush hour traffic are
essentially chasing after information that, if available at home, could reduce the
individual and societal costs, in time, money and environmental damage, that
commuting to work incurs. Citizens spending time navigating the "phone filters"
of local, regional and national government offices incur a cost that can be
minimised, both for the citizen and the governmental office, via the products of
content take-up R&D.
Each litre of fuel saved through telecommuting and each child receiving an
enhanced education through the application of educational multimedia is a real
benefit that stands apart from any unwanted side effects that accompany greater
take-up. But the side effects are there and cannot be ignored. A major source
of encouragement, however, can be found in the following observations: 1) in
many cases, where information technology has produced an unwanted side
effect, it has also produced a potential solution, and 2) some of the vaunted
drawbacks turn out to have positive effects.
Direct impact
Content Indirect impact
Industry
Industry is growth market by Influence onorganisation of
itself work in general
• Creation of new jobs • Re-engineering processes
• Growth of GDP Economic • Intranet
• International competition Impact • Electronic commerce
CROSS-DOMAIN ISSUES
Advertising, Virtual Reality, legal issues and usability and quality of use are
discussed in section II.6.
Media Industry
Convergence
Media
Telecommunications
Now
Computer
"Content Industry"
Magazines
At present:
At present:
Higher complexity, Convergence Focus on entertainment,
focus on information,
passive content consumption
mainly active content reception
Fig. II-2 Multimedia creation and the convergence of "reading" and "looking"
Source: Techno-Z FH R&D / Andersen Consulting (EC, 1996)
It is relevant to add that the continued success of traditional manuals, now often
written and published by companies only loosely related to the software
producer, (notably the “Software for Dummies” series), suggests that the virtues
of on-line manuals can be over-played. Maybe there is a place for both the
software industry as on-line publisher and the traditional instruction manual
paperback publisher, or will one replace the other?
Now the advanced score publisher will employ the CD-ROM medium, rather than
the printed page, and provide the consumer both with the music in audio and
with a score as a synchronously moving visual image. Will the music publisher
vanquish the score publisher? Or vice-versa? It seems likely that the two
markets will converge and in due course be supplied by one class of publisher
(e.g. The keyboard player Keith Emerson uses a computer screen with a moving
score to replace his normal music stand.).
These examples could easily be drawn from other fields such as the role of the
educational publisher in the on-line class-room, or the use of libraries as gate-
ways to the World Wide Web. This is a challenging time for those in the industry
who face the double challenge of mastering the new technology and at the same
time fighting off the new entrants to their traditional fields who may be better
equipped to tackle the perils of the new technology and new markets the new
technology has opened up. In practice, history suggests the brash new entrants
will make considerable impact on the traditional markets. Some of the traditional
publishers will fight back, and after, an era when the markets are dominated by
representatives formed by mergers of the two will gradually appear.
Many of the traditional publishers, with world-wide markets, are European. The
diversity of language and the existence in Europe of much of the source material
gives the European industry a strong starting position. But it is an undeniable
fact that many of the new technologies are dominated by informatics and
modern media firms based outside Europe, notably on the West coast of the
USA. There would seem to be an important role for the Commission in helping
the traditional publishing industries of Europe to adapt to the new age. In
helping the entrepreneurial, new media firms in Europe could take their place in
the traditional and new markets of the multimedia world. Perhaps above all,
there is an important role for the Commission in bringing new partners together
to face the new world, and in providing early warning of the changing face of
those markets.
Time is, as it has always been, the enemy. But today this enemy has grown to
the point where it is a dominating feature in the economics of the use of many
multimedia systems. In the modern world, globalisation and the high rate of
obsolescence of many artifacts, computers and cars as well as manuals and
memoranda, lead to the demand for systems that can cut down on the time to
market. Saving in time has replaced saving in cost as a driving force in the
investment in new computer-based design systems. If the manufacturing
process has been speeded up, it is the publication process that can be the
delaying element in time to market. This puts a price premium on systems that
enable widely dispersed workers to co-operate on a single design to speed up
the production cycle for a product to satisfy many markets. Publications that can
be delivered electronically, and so virtually instantaneously, to anywhere in the
world have an immediate advantage in this world where time is in such short
supply. Moreover, the updates and follow-on versions may be able to be
distributed on-line, giving the electronic version an immediate commercial
advantage.
So, savings in design time, and in delivery and update time, have become key
elements in the production process for many types of publication. The task for
Europe is to lead the world in the creation and use of publication systems that
cut time to market.
So the challenge is to get the essential content over rapidly and attractively. Aid
is at hand because modern multimedia presentation lends itself to such an
approach. The challenge is to modernise the style of presentation to make the
key information accessible with as little effort and time as possible. A great deal
of research and study is required to establish just what is the right mix of media
to convey a particular type of information. We have to learn to measure the
impact of our publications. There can be no doubt that we have a great deal to
learn from the advertising industry that has shown us the way in many aspects
of this challenge.
Paradigm Shifts in the Problems and Current The Value Chain of Changes in User
Media Industries Issues in the Digital the Interactive Digital Behaviour
Interactive Media Services Industry
Markets
Content is the key The content industry With regard to the In terms of user
driver and the most is in need of value chain of the behaviour, the
important asset in the satisfactory technical interactive digital convergence of media
new digital interactive solutions in the areas services industry, can be understood as
services industry. of media integration, "convergence" of a convergence of
"Content" thereby secure transaction industries means 'reading' and 'looking'
means a targeted systems, user friendly primarily convergence activities. Multimedia
bundle of information, end-user devices / of content driven skills services require from
communication and interfaces and faster and technology driven the user a
transaction services. network access at skills. combination of
affordable prices. different reception
modes in a hitherto
unknown way.
Source: Techno-Z FH R&D / Andersen Consulting
Levelling Mechanism
Global Exposure
There is a need to take account of the issues affecting the main actors as they
strive to adapt and capitalise. On the surface, the scale is huge and the breadth
of issues which must be addressed immense. Breaking the big picture down into
cells which isolate the particular concerns of the different communities is the first
step to establishing a realistic research agenda for European electronic
publishing.
The creative community needs assistance to exploit new technologies for the
content business and in new media skills development. By creators, we mean
writers, artists, painters, performers, film-makers, musicians, designers,
animators, scientists, inventors and anyone involved in a creative process
whether that process involves a traditional medium (film, record) or new media
(virtual reality, computer games). Clearly the focus is on those who are already
working entirely in new media (which tend to be newer, more specialised
companies) and people who have established themselves in conventional media
but are experimenting with or are in transition to new media such as digital film
or Internet broadcasting. The challenge is to liberate creativity by providing
suitable multimedia authoring tools and to establish a European critical mass of
skills in new media production (authoring and editing, particularly in 3-D and VR)
which can be put at the disposal of Europe’s burgeoning new media industry.
Transactional Ownership
Royalties
Accreditation
European publishers want to expand further into global and virtual marketplaces.
To do so, they realise the need for broadening their base of technology
competencies. They want to deliver an increased breadth and quality of services
to their customers, whether through business-to-business publishing (scientific-
medical-technical, corporate or business information) or mass-market publishing
(newspapers, magazines, catalogues, audio-visual publishing). New
opportunities, such as those presented by niche content marketing and push
delivery, demand a fast reaction from publishers, in order to meet unsatisfied
and even unarticulated knowledge and entertainment demands. Publishers are
confronted on the one hand with media convergence and on the other with
market fragmentation.
They need technical assistance in order to manage and exploit digital content,
and information which enables them to develop new business models. These
models must allow publishers to exchange and trade content using systems that
take account of ownership, accreditation, pricing (on which advertising will have
a big impact) and payment. They must meet the more sophisticated demands
from their customers for content that is relevant, personal and timely – and must
learn to make money doing it!
Transactional Ownership.
Pricing policy.
Payment mechanisms. IPR/piracy.
New models for advertising.
Open and trusted transaction schemes.
Industrial Convergence
Media
Content Industry
TC Computer
Content Convergence
Products: Commerce Commerce
Communi- Info Service
cation Infor- Communic.
mation
Service Customisation
Community
Mass products Customisation Community
Community
individuals
Industry has recognised the value of intellectual capital, including tacit corporate
knowledge, and of secondary content such as customer feedback and
consumption patterns. To focus on customer excellence and improve
productivity, industry needs information management systems which can
harness, process and extract value from these assets. Non-proprietary systems
to inform management thinking and which take account of differences in
corporate culture across the global professional information world are essential.
Professionals are a wide category of user, as their role can range from publisher,
to consumer, to information user. An information manager in a company may
use the new information tools described above to publish information to the
workforce. Corporate employees are the intended recipients of that information,
and as such are information users.
Active
Knowledge "Professional "PC-
Workers Knowledge Seekers" "Browsen aus Neugier" Enthusiasts"
Attractors Attractors
• structured information • global content sources
• comprehensive index • international chat groups
• automatic search tools Users
Users • technophiles, early adopters
• academics, researchers • students
• marketing analysts Price Sensitivity
Price Sensitivity • high
• low, but limited advertising • advertising accepted
Rational Emotional
"Fast Comprehension" "Awakening Couch Potatoes"
Attractors
Attractors
• high value added info
• image and video rich content
• packaged, personalised
• pre-programmed
• fast overview, drill down
Users
Users
• average TV consumer
• executives
Price Sensitivity
• managers
• medium / high
• medical, law
• advertising accepted
Price Sensitivity
"Time • low "Leisure
Constrained" • limited advertising Seekers"
Passive
They may however integrate that information into their own work processes and
in effect republish it in new forms. Professional users are also often involved in
making or influencing corporate purchase decisions. Statistics show that while
more people browse the Internet at home than at work, the reverse is true when
it comes to making purchases. Professional users often therefore find themselves
put in the role of consumers as targets of vendor advertising.
Media integration
technical solutions
will enable / encourage
veritable markets
The basic idea of multimedia, as defined by the name itself, is the combination of
text, image, video and sound into one medium. The difference to traditional
analogue "multimedia" formats (e.g. TV) is that in the new media all components
are combined and integrated in digitised form. This has important strategic
consequences, both for the supply side as well as for the demand side.
For content providers, digital media integration is a new opportunity but also
a challenge. Costs for content creation (programming) for high-end
multimedia titles are extremely high. As a consequence, companies that
create digital content have a great interest in re-using the same content as
many times as possible and in as many media as possible without having to
pay "first copy" costs again. This is the idea of cross publishing: Pay content
creation once, re-use it for free.
The boom in digital media, creating new outlets for content, has triggered a
boom in software development for digital content processing (authoring tools).
Professional media production software is a most important asset in the whole
computer industry, probably having more impact on market success than
hardware issues. Also, professional skills in using these tools for content creation
and processing are a key competence needed in order to generate added value
with digital media.
CREATE
Advanced interactive publishing calls for intelligent
publishing platforms with which to acquire, create and
integrate content resources of all sorts – not just books,
magazines, CD-ROMs and Web sites, but films, music, 3D
animated models and immersive environments,
simulations, visualisations, virtual presence environments,
broadcast programmes, multi-player games and worlds,
cultural presentations, tours, performances, maps and
much more. It demands tools and environments that
enable productivity and workflow among the creative
content generator – the author, artist, editor, peer
reviewer, critic, journalist, producer, director, inventor,
designer, or curator - to tele-collaborate, regardless of
location, in the co-creative process of making composite
content works, regardless of the format of the component
information resources.
Europe is strong in the video games market, particularly in the content creation
area. A major difference between video games creation and other types of
electronic publishing lies in the 'digital culture' it embodies. Video games are
based on interactivity, animation, 3D-graphics, sound effects, and all at the high-
quality, high-tech end of the market. In contrast, much of the rest of electronic
publishing (including much of the World Wide Web) has the image of attempting
to re-sell book and magazine material with little attempt to provide any added
value to the consumer. This criticism applies even more to the professional and
corporate sector than to the general public interest market.
The next phase of development will see the progressive transfer of this new
digital culture into all forms of content creation. It will emphasise high quality of
experience, not only in the visual dimension but in interactivity, sound integration,
and narrative (expressiveness). The focus of action on content generation in the
Fifth Framework Programme will be to support the growth of this digital culture
throughout the Information Society.
By the early 1990‟s the split between the console and computer markets had
been even more pronounced and, although the different machines (platforms)
had some common titles in issue, the consoles were aimed at the 9-17 age
group, with emphasis on arcade style games and conversions, while computer
games were aimed at a more mature
Computer game technology
audience.
is now at the forefront of
technological innovation and
The console market is now dominated by two
invaluable to
Japanese firms, Sega and Nintendo, which
the world‟s leisure and
share 97% of the console market and 70%
information providers.
of the total world electronic games turnover
(by machine). There are now two groups
emerging in the console market; the dedicated games only cartridge based
machines and the new multimedia CD based machines - playing games, music
CDs and feature films on a single machine.
DURLACHER MULTIMEDIA
MANAGE
storing, re-accessing, re-assembling, repurposing and securing
content works. Multipurposing allows content resources to
produce products for various media, (print, Web, CD, film,
broadcast, videotape, DVD, etc.) and product types
(newspapers, books, movies, albums, television shows,
Internet services, etc.).
To deliver information at the right time and the right place is not easy, especially
when the owner of information is not a renowned publisher. Take the example of
owning an international hotel database. In order to get potential customers to
use it you have to know more about them. Ideally, you offer your information
right at the point when they need it. For example, after having purchased a
ticket you could present them with special offers for accommodation. At this
point the information will have its maximum impact and value - and you can
charge for it. If you yourself are not a publisher, getting in contact with your
potential customer will prove difficult. Therefore finding partners becomes a
crucial point in your strategy.
Teaming up with publishers or other companies who are dealing with potential
customers directly (i.e. dealers of goods and services) has far-reaching
implications on how you have to organise your content. First of all, you have to
be open with your business. Information owners have to understand themselves
as part of a broad information network. You either have to find somebody who is
already offering information related to the same topic (i.e. as an owner of a hotel
database you could cooperate with a travel agency), or you can look for partners
with content which you can integrate in your own service offering. But opening
up also has some technical aspects. It means caring for platform compatible
storage with interfaces to different media as well as creating packages of content
already wrapped in valuable context (meta-information) you can offer to
potential partners.
Information packages designed for new media do not necessarily have to include
visuals though. Contrary to common belief new media are not a mere extension
of traditional, visually oriented media. The prototype of networked interactive
Media known as the Internet is not attractive because it delivers more pictures
and video, but because of the mix and integration of content you can combine.
Visual information requires all of a users attention; whereas audio files or
promising technologies like personal agents on the other hand might transport
the same information value and are at the same time handier and less time
consuming to use.
Information owners who are willing and able to understand the nature of the
information business are the only ones who will gain real profit from the market.
They are the real front-men and potential winners of the information age.
DELIVER
Deliverers of personalised content will enable complex
content, such as audiovisual content, immersive
engineering and design environments or virtual worlds
populated by a variety of cultural artefacts, to provide
user benefit in an easy, cost-effective and efficient
manner that avoids problems of information overload.
Non-textual access, such as multimedia search by
document content on still images, moving images or
sound, will enable the navigation of the continuously
expanding set of rich content available. Personal
actor/assistants will be tasked with performing chores of
varying complexity, leaving their human controllers to
specialise on higher-level work.
Customisation
• adapt content for small target Supply Side
groups
• new customers
• "target group of 1"
• new publishing
• special interest, special user
skills
behaviour
Supply Side
- service providers output expected
Product / Service
Demand Side
- users
- advertisers
Personalisation
User Market Advertising Market
• filters and options for
personal service design • value added • quality / narrow
• "personal newspaper" compared to profile target
• "information on demand" traditional media groups for
• trend towards advertisers
individual life • new media: best
styles applied to environment for
media services 1:1 marketing
average bandwidth
available to
households Full interactive
Broadband
1 Mbs
VoD
Real Audio
10 kbs
The issue here is the feed-back from the user to the information provider. This
feed-back can take several forms, monetary or not, conscious or not, some of
which being:
financial: the user pays for the information / service received, the content
provider is enriched directly
feed-back: the user returns some information / comment linked to what was
received, the content is enriched indirectly (some more work is needed first)
profile: the system acquires data on the user‟s characteristics, the service
provider is enriched indirectly
its outcome. These could be: regulatory issues, such as VAT or customs
payments on transactions, « sales » of items that are not modified by the sale,
which is an issue that is not part of the current legal and psychological corpus.
This is linked to the eventual financial recognition of the value of knowledge, and
its potential uniqueness... should users that provide feed-back be rewarded for
this?
On top of the above specified topics, other issues can include: quality
assessment by users (how much can you believe what they say?) and, more
generally how do you increase the value of the service by taking into account the
feed-back from the users? How do you encourage users to feed-back?
Advertising has now come to electronic publishing in a big way and has proved
to be one of the few successful business models on near-free networks such as
the Web.
Virtual Reality promises immersive, interactive, real- With the blush on the
time, three-dimensional graphics with sensory previous phase of the
enhancement with a critical extension: the ability to information revolution
not simply see what an animator chose to animate, a dulled by "shovelware",
programmer chose to pre-determine, or a cameraman poor user interfaces
chose to film, but to experience what you choose from and disappointing CD-
the angle, height or distance you choose. ROM sales, usability
and quality of use is as
Legal issues represent some of the most intractable important to industry as
problems, with the rate of technological change easily it is to the users
outstripping the pace at which regulators and themselves.
lawmakers can adapt.
II.6.1 ADVERTISING
Stimulates a purchase
Stimulates a response
Creates brand awareness
As with all media, the greater the advertising revenue, the lower the cost to
subscribers. Online advertising is no different. Without advertising revenue or
sponsorship, services that have a commitment to keeping access free or at a low
cost to their users cannot survive in the long-term. The pioneering early days of
the Internet, when users were happy with basic services, which were either free
or cheaply maintained, have gone.
2500
2000
Other ad targets
1500
$m.
500
0
1,995 1996 1997 1998 1999 2000
According to the recent ELPUB2 study (Strategic Developments for the European
Publishing Industry Towards 2000 - Andersen Consulting) 1-3% of total
advertising spend is online. Considering the personal targeting achievable online,
it is particularly ironic that advertisers put so much trust (over $30 billion per
year worth) in US television
Total online ad revenues outside the
advertising which is largely based on
USA will be $25 million in 1997 and
the tried-and-trusted, though not
$704 million in 2000. Germany and
particularly well tailored, Nielsen
Japan will lead non-US markets with
rating system. They basically place
$200 million ad spend, it predicts, with
their trust in metrics, which bodes
Britain, Australia/New Zealand and
well for online advertising as soon as
Scandinavia coming next with $50
standards for measurement of
million ad spend each.
advertising effectiveness and site
JUPITER COMMUNICATIONS
traffic are established.
Of course in the US, the television audience is effectively the entire population.
Computers still have a long way to go to reach this level of penetration in any
other community worldwide and television is still the accepted medium for
delivery of mass-market visual information including advertising. So hesitancy is
understandable. But there are different reasons for hesitancy.
Two parties influence the choice of an advertising medium: the client and the
agency. Agencies have their own reasons for being hesitant. Many TV adverts
cost more to broadcast than to produce, so agencies make profit by charging
commission on the broadcast fee and absorbing the production cost. This model
will not work online, where the cost of transmission is virtually nil. Agencies are
also concerned that their role will diminish as companies employ in-house staff to
create Web sites and advertise/sell directly (Dell Computers, for example, sells
$2 million of PC‟s a day online).
Efforts must be made to develop the models and standards that will establish
online advertising. New business and presentation models are urgently needed.
Suitable business models must be developed which satisfy the interests of the
agency and the client because without both of these there will not be an
effective transition. Companies want to improve their image and position in the
market-place by increasing business and learning more about their customers.
Agencies provide a combined creative-strategic service that cannot practically be
integrated into individual companies. So the role of the agency in interactive
advertising must be made clear.
Advertising doesn‟t stop when the buyer enters the store! The huge range of
choice available to consumers means that often buyers change their mind about
which brand to choose while in the store. Bar codes on packaging already allow
shoppers to check prices electronically while browsing – they could also be used
to view product Web sites and aid purchase decisions.
As the users scrolls documents, views images or video, he/or she can click on a
background link or image (e.g. a cola can on a desk) and be whisked off to that
companies Web site.
Lifestyle Advertising
The ability to differentiate between and target more accurately communities that
exhibit different lifestyle tendencies (the young, the elderly, the upwardly
mobile) and have accordingly different needs. Irish companies, for example,
have used the net to target and reach millions of Irish emigrants living around
the world.
Decency and privacy are important societal issues and are no less relevant in
interactive advertising. The absence of regulation of content on the Internet is
evidently contributing to hesitancy among advertisers. There is a fear that their
products will become either directly or indirectly associated with undesirable or
unreliable content. On television and in magazines, advertisers know more or
less what type of programme or editorial content their products will be
associated with. It is less clear on the net. Does a surfer who moves between a
pornographic site and the McDonald‟s site retain some damaging subliminal
image of the latter? What is to stop someone who operates a propaganda site
providing a link to the Coca-Cola site because it happens to be his favourite
drink?
Privacy is an issue which limits the freedom that agencies and companies have to
profile their audience. This is one of the most important features affecting the
growth of electronic commerce. Profiling is certainly possible and provides a
much more accurate indication of user preferences than does the
aforementioned Nielsen system on which so much advertising investment is
based. Users are however entitled to object to such profiling, on the basis that it
represents an intrusion or that it might eventually compromise them. However
companies will tell you that that they are interested in group behaviour, not
individual behaviour and that personal privacy is not threatened. This debate
looks set to continue until a compromise is reached. Quite a lot of the resistance
might diminish if advertisers offered users a practical benefit for allowing their
usage to be monitored, such as subsidised usage or purchase discounts. The
cost to the advertiser would be recouped through better profiling and more
effective use of advertising budget, while the user would be more likely to co-
operate if some form of tangible reward were offered.
120
100
80
60
40
20
0
1995 1996 1997 1998 1999 2000 2001 2002 2003
well as in the location based entertainment (LBE) centres found in theme parks
and leisure complexes. It is, however, "flat-screen", also known as "fish-bowl" VR
which is and will be for the foreseeable future the least expensive and most
popular manifestation of VR. This latter form of VR is already being experienced
by literally millions of PC and workstation users with access to the Internet.
With the upward curve of the performance of the Personal Computer (PC), the
term "real-time" has taken on new, again arguably devalued, definitions.
Real-time in the computer graphics market has come to mean "fast enough to
satisfy (if not deceive) the human eye." Frame rates inside Head Mounted
Displays (HMDs) or on monitors as fast as 22 frames per second are sufficient for
most VR applications to be acceptable while rates as slow as seven frames per
second may be adequate for many publishing and commercial
requirements.
of the performance they deliver and reducing in their purchase price. But
all of the basic principles of computing apply.
Graphics are not alone in enriching the experience provided by VR. Sound is
of considerable importance in enhancing the virtual world and it is almost
impossible now to buy a new PC which does not feature in built or plug-in
speakers and the means to use them. Peripheral devices to add tactile
sensation to VR are still at the early adopter stage and the better quality
devices are currently expensive on the scale of most PC add-ons. As the
market grows for haptic gloves, as an example, so will investment and their
price will fall as their quality rises. The feeling of "virtual wind" has
already been introduced to a virtual exercise bicycle; the faster you
cycle, the stronger the wind in your face. And as long ago as the
mid-1950s, it was possible to take a virtual motorcycle ride through New
York and smell the different aromas of the city's various boroughs.
VR and the Internet present two significant issues for the content
provider: first, how to write files small enough for transmission and
downloading in acceptable timescales and, second, how to make an acceptable
return on investment - how to make money from the Web.
Making money from the Web as it exists today is a trick only a few have
mastered and poses the question: "Why do people build and maintain
Web sites"? Some Internet users create Web sites for a personal learning
experience. Others build them as demonstrations of their skills for friends
and family. But neither of these do it in expectation of profit.
Those in hope, or expectation, of profit from the Web face competition for
attention from the massive volume of the not commissioned, not-for-profit,
site builders: a further reason in support of next generation Internet
services which meet the requirements of buyers and suppliers. Advertisers,
whether in search of direct sales or awareness, compete among not only
existing Web sites, but against those being added all the time - one
estimate puts the figure at 20,000 a month. No figures are available on
sites removed from the Web due to lack of interest or being out-of-date or
discredited on grounds of accuracy - another argument in support of closed,
quality assured services. Web sites will grow in number not least because
of the development toolkits which become easier to use and less expensive
to buy.
How can the Web site builder stand out and achieve their aspirations for
visitors? Research indicates a visitor to a "good" Web site may return and
will probably recommend the site to friends and colleagues. If, on a second
visit, the site remains unchanged, there will probably be no third visit.
It is, therefore, essential for the Web site builder who wants their work
to be seen by the optimum number of people, to be able to, and actually,
change their site, or the experience of it, on a regular basis. One way to
have a constantly changing Web site it to include movement and an infinite
number of viewing opportunities - which brings us back to VR, the
technology which delivers these characteristics.
A Common Platform
Conclusion
The world will "go VR" because it is attractive, enjoyable and enriching
thanks to the true interactivity it adds to multimedia. For the time being,
VR will use metaphors rather than attempt photo-realism in order to keep
file sizes to an acceptable minimum. In the short term, local magnetic
media will be used to save downloading time-consuming audio and video
files.
In terms of the automobile industry, we are, perhaps, not yet at the Model
T Ford stage. We are in the era of the early adopter user and in advance of
the mass production manufacturer. Our highway, the Internet, is not yet
capable of handling the volume of traffic we are expecting. The pioneers
will not only enjoy "the golden age" of electronic publishing, they will
acquire valuable experience and expertise which will position them to take
advantage of a business which, unlike the automobile industry, will rapidly
develop.
Legal issues arise throughout the publishing domain. Many are old issues made
more acute by the new technological changes. And some are totally new issues
arising from the different nature of the electronic world. Some of these issues
are outlined here. Many of them were considered by the governments of the EU
countries at the Bonn conference in July 1997. Some of these new issues are
considered in more detail under the heading "Policy Issues" in the next chapter.
The industry will take off when producers present products which users and
customers desire, buy and use. It is always good to remember that the history of
technology presents us with many examples of failed concepts and expectations.
We should look at the history of BTX, CBT and CD-I.
The customer looks at a complete package and assesses the total quality,
including cost, innovative features, productivity enhancement expected, and
many others. An important factor is what we call Quality of Use, (the term
usability is also often used): QoU is the degree of successful interaction of the
user with the product, and it is essential - users derive no benefit from an
unusable product, are likely to regret having bought it, or will not buy and use it
at all.
Content creators are located close to users in the value chain. Their products
must meet customer demand since their revenue usually depends on market
success. Content creators use technology and often assets from other sources,
but they create the product, and therefore are responsible for its quality. Their
success depends entirely on their ability to create products which are successful
with users, including:
A persistent problem is that the right information is hard to find. Users do not
just need the right to access information, they must be enabled to access the
information serving their needs in practice. Structure, information and access
mechanisms (search engines, user interfaces, visualisation) must go hand in
hand to achieve this goal. The WWW is an example of the rapid growth possible
in the information market. But even though users as well as providers have high
expectations of the utility of WWW services, a stable basis has not been reached.
In a user test reported recently of 10 users, not a single one managed to find the
target information in a realistic task. Under realistic market conditions this will
not be acceptable.
Every participant in the information industry must be aware of the fact that the
risks are considerable, and that successful producers must contain the risk and
assure that products meet user requirements and needs.
There are a number of reasons why it is not easy to provide Quality of Use:
The users need for entirely new services can, at best, be only partly
anticipated.
The needs and expectations rise as the level of quality in competitive
products increases.
Quality of Use is the result of a process, i.e. the right approach to develop
information products to which all disciplines and stakeholders contribute. The
competencies required include at least design, technical expertise, contents and
application domain knowledge.
One decisive factor is cooperation and focus within the development team. This
is achieved by managing a project with the right goals and criteria in everyone‟s
mind.
a team with state of the art knowledge and an organisation enabling effective
cooperation, the definition of roles including a user representative, who takes
the responsibility to assure that the result is what the users need.
project planning with user tests from the beginning, including market
analysis, analysis of user tasks and preferences, and user validation.
In the past 15 years usability engineering for IT systems has grown into a
mature scientific and professional discipline. The specific weight on content
creates some additional demands, and the IE program and others in the
Framework programmes have stimulated research activities in this field. The
production of products where not the functionality (as in IT products), but where
the content determines the value, are an important issue and receive further
attention, especially in providing support and help to content creators to build up
their own capabilities, and to use the best state-of-the-art methods and
approaches.
Interaction technology and the range of assets which can be used will grow
further. The technical trends, based on more storage capacity and more
processing power will enable use of video and 3D data and presentation, and
consequently new interaction techniques will have to be considered as options.
Also, there are some peculiarities to the information and contents market. Many
content oriented products are in specific markets where many offers exist, but
where the ones most attractive to customers take most of the market share
(winner takes all). This is also true for parts of the software market, and will be
an increasing feature of the information and knowledge economy of the future.
Who should act, and who should take the responsibility for quality
of Use?
Unusable products waste the producer and customers' money and time, bind
creative capacity, disappoint users and customers and damage the reputation
and brand image of authors, producers and publishers. Nobody gains from failed
and unusable projects and products, but everyone concerned benefits when
economic growth and quality of life is achieved through successful products. Still,
since the costs for quality of use occur up front, and the benefits are reaped later
in the product life cycle, who must take the responsibility and the initiative? The
understanding of what the quality of their product is so close to the core
competence of any organisation that every author, producer and publisher must
78 European Electronic Publishing Version I
II. Challenges and Opportunities
make it part of his/her competence to anticipate what the quality desired by the
user is, and how to achieve it. Consequently support is better directed towards
training and competence development, and not towards taking over this
responsibility from the user. All those on the producing side optimise their
competitive situation by being proactive in developing towards quality of use.
ARNOUD DE KEMP
SPRINGER-VERLAG
Publishing is one of the largest industries in Europe, with ramifications for every
concern, industry, commerce, government and private organizations of all sizes.
The spread of desktop publishing has extended the range by making small
activities economically viable. In Europe the overall turnover of the content-
related industries is said to be larger than that for telecommunications or
information technology. The spread of electronic publishing has presented a
challenge to the paper publishers, but has also extended the scope with
boundaries with other activities and organizations breaking down. The
multimedia version of the traditional catalogue about some museum artifacts
converges with the virtual reality version of the museum itself. Is the dynamic
music score combined with the music sound itself a publication or an
entertainment record?
The challenge facing the publishing industries of the European Union, with the
help of the Commission, is to become aware of the opportunities created by the
new technology of computing and communication; to invest in the new
technology for “publishing” their assets, and to support the development of the
new systems that will enable them to adapt modern computer and network
technologies to the particular needs of the modern publishing world. If these
cultural industries can wake up to the new market possibilities before the
80 European Electronic Publishing Version I
II. Challenges and Opportunities
overseas competition, then they will be able to retain the European market, and
use that as a launching pad on the markets of the world. But time is short if the
traditional markets of these activities in Europe are not to be taken over by
operators from elsewhere who move faster to take advantage of the
opportunities created by the new technology.
The parallel with the cellular radio challenge can be developed further, for the
challenge for those setting the GSM standard was that radio waves did not
respect frontiers. It was obvious to all that Europe had to have a common
standard when so many of the population are visiting and working in other
countries within Europe. In the same way, the interest in the cultures of the
past and present may have a national bias, but is essentially common to all of
us. Few parts of Europe were untouched by the heritage from Athens and
Rome. The renaissance may have started in one country but the paintings and
sculptures are spread around the continent in all countries. The culture of
Europe may differ from country to country, but it is essentially one when
compared with that of, say, China, India, or even the USA.
If the new publishing industries of Europe are to flourish, the Commission has to
give a lead on the policy issues that are holding up progress. Then the
Commission has to ensure that progress is not held up for lack of standards.
Then there is the challenge to mobilise the talent of Europe to develop the new
technology, and especially the systems technology that has a particularly
European nature. And perhaps above all, the Commission has to draw the old
industries' and cultural bodies' attention to the challenges and opportunities that
face them, to enable them to be retrained readily and cheaply, to set up
demonstration centres, and to orchestrate activities that cross the national
boundaries.
EU ADDED VALUE
This section sets out to propose the various actions that the Commission might
take to help the publishing and content industries, in all their modern forms, to
take advantage of the new market opportunities that are opening up in this
multimedia world. Some of the proposed actions are to help the users to take
the plunge into the new world, and some are to help both the old-established
industries and the new entrants to experiment with digital interactive media.
Fig. III-1
CD and Print
CD-ROM
European Media 6%
and Publishing Video & Cinema
7% 8
Market Volume 10 Newspapers
32
(1996) Audiovisual 22%
TV & Radio
b ECU
24% 35
21 Magazines
15%
13 24
Corporate Books
9% 17%
15
29 HW Maintenance
5%
Services
37
TC Equipment
9%
IT Services
12%
The first paragraphs of this section deal with POLICY ACTIONS. This is because
R&D support is not enough, indeed may be a wasted investment, if the policy
environment in which the systems and services resulting from the R&D
programme are to find their markets is not first made receptive by important
policy decisions. Many of these are ones involving joint decision-making by the
nations of the European Union. It is inevitable that if the Commission seeks the
views of senior representatives of the industries and their users that such policy
issues will be raised, even though the consultation is carried out to elicit help in
planning an R&D programme. Many of the issues have a technical dimension
that makes the contribution of the R&D community uniquely valuable.
There will only be healthy participation in the R&D programme if the target
communities are primed in advance. They must be made aware that the
programme has been developed in their interests and that participation will be
beneficial and complementary to their business objectives. This process is
particularly necessary to capture the attention and support of the creative
community. The issue of priming the target communities is considered in the
following section, PRE-PROJECT ACTIONS.
The R&D ACTIONS can take many forms and the examples given are purely
illustrative of what is required to develop the new and innovative applications
and to exploit the current market situation. The field is considered in the three
overlapping domains of application projects where the market goal can be
defined and what is needed is system development and integration based on
existing technology; where innovative new technologies are required to open up
a range of potential market domains; and visionary research where the target is
clearly in the publishing field but new ground must be broken if a solution is to
be found.
LEONARDO SOCRATES
Education
Training
Policy
Integrated Policy
programme in RAPHAËL
SME Cultural
favor Policy Policy
of SMEs and
the CRAFT
sector Audiovisual
Policy MEDIA II
Research Television
Policy Regulatory without
IT
Policy frontiers
ACTS Telecom
TELEMATICS
Policy
Infrastructure
Liberalization IPR
Standardization Privacy Conditional access rules
Interconnection Encryption
Interoperability Tariffs Security Media ownership
adjustment and Competition
universal service
It is, of course, for other parts of the Commission than those who, like DG XIII,
will be administering the Framework programme to take the lead in resolving the
policy issues. But it is to be hoped, and indeed expected, that the Framework
administration directorates will have an input to this policy making, and so giving
the interested technical community access to the policy
makers through these directorates, if not directly. On The Bonn Ministerial
6-8 July the Ministers of the European Union met to Conference
discuss policy issues in Bonn. Many of the issues that
affect Electronic Publishing were raised there. Though the meeting was not a
decision making meeting, it is good to see that these issues are getting
examined at the Ministerial level.
The LECs and the ISPs are likely to be the key players in the pricing debate, but
it will inevitably become an international governmental issue if only because of
the part that governments play in paying for much of the academic network
usage. (Deregulation still has a long way to go before it becomes universal or
even as common in Europe as elsewhere). In practice the issue of pricing was
only indirectly addressed at Bonn. The eight guiding
“Core Principles” laid down by the G7 Brussels The G7 Conference,
Brussels
conference in February 1995 include providing
“universal provision of and access to services”, which implies low-cost access at
least for those less favored economically or geographically. The measures to
encourage trade in IT products, such as the elimination of trade tariffs by the
year 2000, and the decision to liberalize the telecommunications markets of
Europe should ensure that pricing becomes competitive.
It is not obvious that the technological community has much to offer that directly
addresses this topic. However, technological developments, such as Voice Over
Internet, free Web pages and free e-mail accounts, and the associated changes
in users' content uptake, have a way of forcing the hand of industry and
regulatory bodies. Charging policies could have a profound impact on network
usage, just as the advent of the standard postal charge did on snail-mail.
There is explicit reference to network security, including the technical means for
authentication and the protection of integrity and intellectual property, and
privacy enhancing technologies in various documents concerning online
commerce-related key actions in the Fifth Framework Programme. However,
the programme is involved with usage, which can only proceed beyond the
experimental stage when these policy issues are resolved. Again, the R&D
community involved in the Framework programme is in a strong position to
advise on the impact of security and privacy policy proposals, and it will certainly
be or become an issue of major concern to many of those involved in the
programme.
35
30
25
All
20
Percent
USA
15 Europe
10
5
0 Don't
Censorship Privacy Navigation Other Taxes Encryption Culture Language
Know
All 33.58 26.17 13.14 9.14 8.11 5.18 3.07 1.15 0.46
USA 34.1 27.94 12.11 9.06 8.34 5.05 2.98 0.78 0.22
Europe 32.19 17.33 17.48 9.19 9.11 6.42 3.73 2.84 1.72
Source: Copyright 1994, 1995, 1996, 1997 Georgia Tech Research Corporation. All rights
Reserved. Source: GVU's WWW User Survey www.gvu.gatech.edu/user_surveys
The scientific community has, in times past, given a lead to PEER REVIEW
CLASSIFICATON . There are moves, initiated in the USA, to introduce a form
of peer review for certain classes of scientific information. There are
opportunities for the Commission to encourage these developments. Technically
the development of Network filters does not require much new R&D work but
there are standards issue that will need the leadership of the Programme. There
is an explicit reference to the need for work on the filtering and analyzing of
information in the outline description of the role of key task III. It is interesting
to note that these issues were extensively discussed at Bonn under the title of
“Empowering the User
There has been much discussion about the use of FILTERS to classify
undesirable material on the Net so that it can be removed by those who wish to
filter it out. This is an example of the classification of material on the Net,
enabling those who wish to filter it out to do so, and those who wish to see it to
select it. It is not censorship. The variable that needs attention is the
composition of the body that carries out the classification, a point of some
importance for all types of classification.
The problems of valuing and paying for such property in an efficient manner
remains a difficulty. And again, the development of pan-European multimedia
content raises issues of using material covered by rights holders in various
countries. The Bonn conference recognised that “effective and efficient
mechanisms for trading rights in multimedia content are therefore essential for
the development of the European multimedia content industry”. However,
though it is excellent that the issue is now being recognised at Ministerial level,
it is one thing to discuss it, and quite another thing to reach a solution,
especially if that involves giving more power to the Commission to act on the
issue at a European, as distinct from the current national level.
No doubt responsibility for Network policy issues will be divided between this
team and the policy teams elsewhere in the Commission, for example in DG III
and XIII. It may be expected that the participants in the 5 th Framework, and in
particular those in the User-Friendly Information Society theme will wish to exert
an influence over the Network developments, and at least in this case this should
be facilitated by the work in progress elsewhere in the technical directorates of
the Commission.
The EU's regulatory framework aims to ensure that all national networks are
capable of operating as a single network of networks. This means that there
has to be a seamless interconnection and that services and applications which
use the different networks should be able to work together (interoperability).
Monitoring and analyzing the societal, social and cultural impacts of the
Information Society - anxious to exploit in a full and balanced way all of the
opportunities offered by the new technologies, the Commission is taking steps
to evaluate the emergence of the information society with the aim of ensuring
that all citizens enjoy its expected benefits. Its analytical work is focusing on
the impact of the information society on employment, the organization of work
and social legislation, regions and cities, and on how to adapt educational
systems and healthcare to take the best advantages of the new technologies.
The changes in the content world around us – rapidly developing markets, new
business strategies, the emergence of new players – requires a new approach
to ensure that the opportunities presented by a European
action in Interactive Electronic Publishing are exploited. Encouraging
Specific programmes of awareness and targeting are needed participation
to ensure that all would-be constituents are well informed
about the possibilities. Particularly in the area of Creative Content Generation,
where participation is essential, steps must be taken to inform members of that
community that there is now a European research action catering specifically
for them.
The Commission cannot continue to say „we are here, come and find us‟. These
companies will not take the time. They are moving ahead anyway and it will be
Europe‟s loss if their expertise is not harnessed in a coordinated way for the
benefit of the continent as a whole. They will find empathy with foreign business
cultures and markets that are more in-tune with their needs and capabilities. To
sell anything, you must be prepared to make your customer comfortable in your
environment. Familiarity breeds buy-in. The Commission is selling its content
programme to the content community. To attract this community,
“
the Commission‟s workplans must reach out and grab their audience,
it must hold targeted awareness events
which can compete with the best media The participation of the
events, it must have web-sites which are eye- creative community in EU
catching and compelling, it must have terms content-related R&D
of participation which make good business programmes is essential. They
sense. In short, it must create “the buzz”. have jumped with both feet
into the digital age and are
moving ahead rapidly. Right
A programme as significant as the information now, however, the European
industries sections of the Fifth Framework Commission needs them more
Programme, for example, should establish a than they need the European
dedicated media effort to market the Commission”
programme on a continuous basis using a KIERAN O‟HEA
consistent message and image. In order to
”
prime its target community and keep it
informed, the action should have sufficient budget to provide all of the facilities
listed above. It should act as a “business angel” for the content sector inside the
programme, guiding applicants through the process and bridging what is too
often seen as a great divide between creative and administrative processes. It
should understand clearly what motivates and de-motivates the content
community. Without such pre-project actions, there is a danger that a very
desirable programme aimed at promoting the European content industry may not
attract the participation it clearly deserves.
KNOWLEDGE PUBLISHING
STM Publishing
Business Information Publishing
“ Companies connected to their
customers
are finding cost savings of 50
Corporate Publishing
percent to 90 percent in sales,
LIFESTYLE PUBLISHING customer
support, distribution, and
Content Generation other areas.
Public Information & Publishing for the INTERNATIONAL DATA
Citizen CORPORATION
Mass Market Publishing, Catalogues &
”
Shopping
Digital Collections
R&D Projects
Even within the classic category of co-operative R&D project there are various
variants that need to be considered.
This is the standard, stand-alone, project, to be used typically where the subject
is relatively new or of a long-term research nature. It can be particularly useful
for opening up a subject.
There are situations where a task force who draw up the work-plan, are well
aware what work is required to be carried out in a particular part of the
programme. Leaving the projects entirely to the random chance of the blind bids
may not be the best way of organising the limited R&D resources of Europe.
There is a case for a more directed approach in such a situation. The
Commission staff may carry out the direction where they have ample experience
in the field, or they may recruit someone of experience and reputation to lead
that part of the programme. It usually takes a set of studies to form the
coherent programme with careful selection of the projects and partners to get a
proper spread across the chosen field. This approach is rarely used by the
Commission, except in the field of infrastructure, which is to be regretted. Of
course the leadership has to use tact and sensitivity to obtain the right balance
of projects.
Preliminary Studies
There are good grounds for believing that a study phase is almost always
desirable before a new consortium is unleashed on a new large project. Though
there are exceptions, it is good practise to start any large project with a
preliminary study phase. Since these are relatively cheap it may be possible to
conduct a competitive approach, with 2 or more consortia competing for the best
feasibility project to go on to the full R&D stage.
Though the Commission's practice in this aspect has much improved in the
Telematics Programme of the 4th Framework, it is worth remembering that it is
often desirable to push an R&D project to the stage where a demonstrator is
produced, and that demonstration is subject to proper measurement and
validation in as close to true market conditions as can be arranged. This will
often take the form of a follow up project to support the validation of an
apparently successful normal R&D project. This stage is, of course, a vital bridge
to counter-act the European problem of failure to follow through at the market
exploitation stage. It is also essential if the human interface, where so many
systems prove to be weak, is to be properly researched.
A. KNOWLEDGE PUBLISHING
STM Publishing
Business Information Publishing
“ Interactive publishing
transforms data into
Corporate Publishing knowledge that can be acted upon
or enjoyed for itself (leisure)
MAURICE SCHLUMBERGER
Forging lasting relationships between publisher and professional
Enhanced collaboration and access to organisational memory
”
Volatile content as a competitive tool
”
Work in STM Publishing should focus on improved access to past, present and
future work and the continuity of the historical research record and scientific
practice. It should push the migration to a new world of usability, enhanced
access and enabling environments for all actors in the value network, resulting in
lower costs, a higher quality and focus to content access and opportunities for
new information services.
The Delphi
Seventy percent of Delphi respondents believed that, by 2000,
Survey,
60% of scientific, technical and medical journals will be Information
published online and all major reference works will be published Engineering
in electronic form ELPUB
2001, Meta
The greatest constraints to the on-line publication of STM Generics
content fall into the regulatory, policy and standards domain Ltd., 1995.
Too much time and effort is spent by researchers in searching for information
and ensuring that the information retrieved is highly relevant (`high quality').
This affects, for example, the creation of patents, new drugs and communicating
safety information.
Moreover, searchers for information use many different strategies, but current
systems usually offer only one - leading to a waste of valuable human resources.
No single piece of search software will suffice and no single solution for a system
will suffice. Users need choices in their strategy, optimising the retrieval of
different information from the same multimedia documents. There is no
`standard' way in which scientists use primary information, even within a single
discipline. Pharmaceutical researchers, for example, spend more time on
information discovery than on actually doing research.
Applications
Completeness of subject coverage will be the key to this exploration. Two kinds
of application might be envisaged in primary publication, one using an existing
service and building on it, for example in the field of chemistry, using Berlstein
and various other publishers, the other taking a very small tight-knit community
such as astronomy, which is almost totally government-funded. A third
application might lie in some safety-critical engineering or medical area, for
which there is a high cost if the information is not totally and accurately
discovered. In each area, however, some development is likely to occur without
aid if it is as well established as chemistry and astronomy. The key difficulties
and advantages lie in cross-disciplinary subjects, such as biotechnology, optical
computing, medical research (especially genetics), materials science and
nanotechnologies, to give a few examples.
The answer is not found in smarter search algorithms, nor in intelligent agents
themselves, although they might help, nor in classification systems (always out
of date). The answer is in getting the users closer to the content by editorial
means and a set of tools from which to choose at any moment. The synergistic
support for the user in combining tools into sets cannot be understated. The
project is people intensive, perhaps ten teams of ten people for three years.
Content will be distributed in servers around the world. Agreed standards for
meta-information is needed for efficient and cost effective navigation to
information in a distributed environment. There is some commonality here with
non-STM areas, including ownership information, type of format, unique
identifying schemes. What is different for STM is that it already uses a large
amount of structure and so the meta-information can be more extensive, deeper
and so more useful.
Information will not be stored in one or two major centralised systems. It will be
distributed world-wide either by content providers or some other agent. The user
of information needs to get to this distributed information effectively, without
wasting time and resources. At present, there is no meta-information standard
that facilitates this.
Applications
Business Models
Established businesses find exploring new business models too risky, whether
they are large or SMEs, commercial or not-for-profit. On the other hand, some
new services are beginning with government funding (often academic based) but
they are too small to have a major impact on the whole.
Although the issue behind electronic commerce will be solved in the near future,
one can assume the development of infrastructure to support new business, the
risk to many businesses to too high to start, and yet continuity is critical in STM
for the reliably communicating key information.
Applications
author's rights and exploitation of rights
use of research or library funds to purchase information
”
the effects of costing different parts; page charges to authors, colour image
charges, the tables of content, abstracts,
full-text, tools, etc., what is given free to whom (authors, abstracting and
indexing services, libraries, editorial board members, etc.)
different structures for purchase, subscription, by type of use, by license, for
re-use etc.
STM content is part of our cultural heritage. Finding information can be hard if
part is electronic and part in libraries or other stores. The temptation is to use
only what is convenient. What if the key information is not in the electronic
store, leading to the user potentially overlooking some important work, and so to
false assumptions or to the repetition of research work? There are two main
types of information not in electronic archives, the past and new multimedia
elements, not printed.
Finally, in this time of convergence, SMEs might not be stable, and if they have
published in electronic-only form, there must be processes whereby their work is
captured.
The Issues
The requirement to reduce the time-to-market for new products, with the
result that the product development process, where reliable and
comprehensive information is of especial benefit, has to operate effectively.
Changes in the buyer-seller relationship, whereby commerce is conducted
using electronic data interchange and electronic mail, and both parties expect
each other to have relevant information in an accessible electronic format.
The difficulty of maintaining differentiation in products and services, so
excellence in customer support becomes a differentiator in its own right.
Changing distribution channels, which are often more complex, and depend
on accurate information on stock levels and the position of products in the
distribution channel.
Flatter corporate structures, which mean that many middle-management
positions which often performed the role of information integrators, have
been removed.
Global markets and global competitors, so that market information and
competitor information become of prime importance.
Using the database suite from the previous application (above), the traffic
requirements of a range of users should be assessed, with the possible objective
of setting benchmarks for service performance.
Pricing and payment models for electronic access to information are still in the
early stages of development, and there is little reliable information on how
companies would prefer to pay for information services.
Possibly using the sub-sets of information services developed for proposal one
(above), a range of pricing and payment options could be tested using a range
of pricing models. It would also be useful to evaluate the role of smart cards in
providing pay-as-you-use services. One of the issues that needs to be better
understood from the information provider position is how to create and monitor
IP traffic.
5. ELECTRONIC FILING
6. INTELLIGENT SCANNING
7. LOCATION-INDEPENDENT ACCESS
The purpose of corporate "publishing" is to lay the foundations for the creation
of a "learning organization" by building an interactive knowledge database
which would contain a complete picture of all the scientific and technical
information, knowledge and documentation resources of an organization. This
would include the intrinsic knowledge and experience that staff have
accumulated in carrying out their work for that organization, together with
existing computer databases, as well as archives, personal libraries and files
collected in the course of official duties.
RESEARCH AREAS
The three main research areas in corporate publishing have been identified as:
Content Generation
Public Information and Publishing for the Citizen
Mass Market Publishing, Catalogues & Shopping
Digital Collections
CULTURAL DIVERSITY
Just as the frontiers defining electronic publishing are being pushed out to
encompass more and more territory, so is the definition of cultural content.
Painting, sculpture, literature, music, film, theatre and other performing arts,
architecture, historical artefacts and language are all, of course, major elements
of European cultural heritage to which widespread access is essential. However,
culture also comes in newer and more non-traditional forms, such as video,
animation, immersive tours, television programmes, and interactive multimedia
works. Furthermore, the commercial world has huge holdings in cultural content
that should not be excluded simply because they still enjoy copyright protection
or are available only at a price.
The cultural sector can and should play a pervasive Usability and trust
and significant role in the future of the Information as essential
Society since in particular: enabling factors.
The Cultural Sector is a major source of
Fostering
international competitive advantage for Europe community building
with important corresponding job and business through enhanced
creation opportunities in the Information Society communication and
access to the
The Cultural Sector is a crucial element in the democratic process.
rich diverse national and regional identities which Encouraging
must be preserved and also promoting a common awareness of
European Cultural Identity ( the whole being than Europe‟s rich
the sum of the parts). cultural heritage.
Taking European Museums & Galleries as an example, there are over 500 million
visitors per year to the 20,000 (approx.) museums holding over 1 billion objects.
Their value is being increasingly recognised by international corporations. Other
areas include archaeological sites, Castles, Archives and Libraries which have
already played an important role in the previous Framework Programmes.
The European Cultural sector can act as a motor for economic, social and
technological progress with pan-European action vital in the spirit of Maastricht.
80
60
All
Percent
40 USA
20 Europe
0
Yes No Don't Know
All 59.42 16.94 23.74
USA 58.04 16.73 25.24
Europe 70.95 15.53 13.52
Source: Copyright 1994, 1995, 1996, 1997 Georgia Tech Research Corporation. All rights
Reserved. Source: GVU's WWW User Survey www.gvu.gatech.edu/user_surveys
Primary Themes
Quality of content
Creativity
The R&D applications below all relate to an integrated view of the creation of
digital content in different environments. The creation of such integrated
systems requires a level of interoperability between
tools and a level of integration of work that is Goals
considerably beyond what is current practice in most improving the
industries. quality of European
digital content
supporting creativity
All the examples depend on communication support improving time to
for the people working in the applications that is market
only now becoming available through the latest improving user
computer-supported collaborative working research access
and development. The applications can be seen as a
In the creation of news services, both for public consumption and within
companies, better integration can be achieved with digital technology. At the
primary sources, the news gatherers such as journalists and cameramen can
work together better if they are all aware of and build their team around the
digital capabilities. At the editorial stage, those responsible for such activities as
grouping news items, background research, and layout (user interface) can
create better products if the processes are digitally integrated 'by design'.
The project is concerned with the transition from a current style of working to
one appropriate for 'digital culture'. The processes are re-engineered to exploit
the technology and to allow user feed- back / control. We go from 'journalist' to
'multimedia journalist', with a new set of skills and a new focus.
Technologies
Business models
The system supports alternative payment models. The research addresses trade-
offs between security (IPR) and the delivery of information just-in-time.
Standards are an important factor in the integration. The integration of
advertising is addressed.
Technologies
Business Models
Technologies
Business Models
Technologies
Business Models
http://europa.eu.int/en/comm/dg10/avpolicy
/media/en/general.html
The Vision
”
clients.
The Problems
Although new technology makes administration more efficient, history has shown
that administrative overheads tend not to reduce. The citizen may be requested
to pay for the information he/she has provided and now made available in
aggregated form. Paying, for example, for railway time table information that
the public has already paid for via taxation is likely to meet with some resistance.
Numerous data bases have been developed with different computer software
tools and packages, with their own structure, style and terminology. Therefore,
services are needed which integrate
these different data systems into a Democracy is not a tool for
comprehensive electronic information government but a result of a societal
service, so that end-users, citizens can system that takes into account the
seek, find and analyse comparable data opinions of its individual citizens.
efficiently as well as provide information
and opinions to the system.
The Problem
The individual is faced with the twin problems, that he/she is overloaded with
information, and often finds it difficult to easily detect and filter out what is, to
him/her, of quality or of interest. (there is no equivalent of the Peer Review
process used by the scientific journals)
Public information and all information put on the net needs to carry quality
and or priority identifiers that provide a (always subjective of course) rating
of the information that would enable the public user to filter out what is of
value or interest to him.
filters need to be developed that the individual public user can ”tune” to his
specific needs and interests
Simple mechanisms exist for this, yet citizens need them to be widely available.
systems for online commerce (see also III.4.2 Visionary Research and
Enabling Technologies),
consumer rights and consumer trust (see also III.6 Market Take-Up Actions),
Background
Facilitating the use of common tools and interfaces for catalogues will spawn
growth in this market segment, and enable constituent SMEs to participate by
lowering the barriers to entry into this niche.
APPLICATION R&D
Near term research on existing tools and standards and their effectiveness will
help establish the viability of specific components in a standard. Current users
and developers of both successful and unsuccessful components need to be
collaboratively focused on determining a viable and adequate tool list.
Requirement areas should include:
Formal cultivation and endorsement of database and tool vendors who openly
support cataloguing standards.
Current technologies for online commerce vary in maturity and technology. The
barriers to entry for SME enterprises and other constituents are directly
attributable to the high cost of tools, lack of cohesive standards on both the
client and server components of the electronic commerce paradigm, and non-
interoperable technologies.
APPLICATION R&D
Evaluate and specify existing payment methods for common business and
individual commerce transactions.
Encourage new SME entities to use branded services using incentive usage-
fees, cross-promotion, and common branding of preferred services.
Rather than start with new technology, EDI technology provides an excellent
set of proven programming interfaces and standards which enable business-
to-business commerce. These technologies should be made the basis for
migrating EDI to include public networks, such as the Internet. Collaborative
sponsorship of development and standardisation of EDI-over-public networks
is a powerful leveraging method to advance SME/LME intra-business
commerce over the internet.
Application R&D
Traditional media uses a business model in which user subscription fees are
charged and used along with advertisement fees to finance publication costs. On
the Internet, users typically pay for generic access to the Internet, and typically
do not expect to pay for access to content. Content is typically financed through
advertisement fees paid to the content owners.
APPLICATION R&D
Public service information dissemination and educational messages for the public
sector play an important protective and “quality of life” service to the public. In a
fashion similar to traditional print and television media, an advertising collective
can be mandated or given incentive to reserve portions of its collective
advertising namespace to public service functions.
APPLICATIONS
100%
84%
80%
% WWW Users
60%
40%
20%
0%
Today's Shoppers "Extremely likely" "Very likely" "Somewhat Likely"
plus… Shoppers Shoppers Shoppers
Source: Global Concepts- Payment Systems Consulting Research by BAI and Global Concepts
Other
Sporting Goods
Jewelry
Event Tickets
Home Appliance
Food
Clothes
Flowers
Travel
Online Info.
Entertainment
Comp. Hardware
Publications
Software
Source: Global Concepts - Payment Systems Consulting - Research by BAI and Global Concepts
Source: Global Concepts - Payment Systems Consulting - Research by BAI and Global Concepts
The world of digital collections is that domain that is often called museums,
though it also includes the parts of libraries where manuscripts, etc, are held in
digital form and other collections such as art galleries, photo archives, music CD
collections and much more. The common factors are that at least some
significant part of the collections is held in digital form, and that this collection is
made available to the public, consumer, scholar or other user in some manner.
It is a very exciting field for electronic content because many of the challenges of
the whole field can be seen in a certain clarity in this field. It lends itself to
applications research where the applications are bringing together many aspects
of the new technology. It also lends itself to significant demonstrator projects,
for example in the field of Virtual Reality. Moreover, because digital collections
are scattered across Europe, it forms an ideal test bed for cooperative working,
where the end “publication” of a cooperative application would be something
that brought together related artefacts from several geographically widely
dispersed museums in a seamless manner.
In considering the R&D priorities for publishing, at first sight there seem to be a
large number of requirements from the different domains within the broad
sector. But on detailed examination there is a set of dominant requirements that
reappear in somewhat different words for most domains - requirements like
those relating to the indexing and retrieval of information, in all media, appear
time and time again. Integrated toolsets to help the content makers also
constantly appear, on a parallel with those produced in the last ten years for the
CAD world. Each of the domains has a number of requirements individual to
their specific needs, but one is left with the feeling that a great deal of
commonality of requirement underlies many of the separate requirements. That
is not to say that separate applications work will not be required for the different
domains because of the need to tailor the systems to the precise needs of a
particular user community.
For much of the publishing field the real requirement is not so much R&D as the
experimentation and testing of new applications systems, more take-up, training,
standards development, and business, marketing and finance work than R&D.
This is dealt with in the final section of this paper.
A. VISIONARY RESEARCH
B. ENABLING TECHNOLOGIES
Engineering Building Blocks and Basics
Standards
A. Visionary Research
MTV (Music Television) taught us this valuable lesson. The popular music
channel started by shooting two images a second at our eyes. The intake of
information was too much and too quick. The only way our brain could react to
an attack like that was to switch into a new mode. When looking at a video clip,
the viewer stores something like 20 images out of the 300 and finds his/her own
pattern. As a consequence everyone sees another clip because the patterns are
assembled differently granting everyone a personal experience and
interpretation. Suddenly it became no longer important to understand the
message in the clip, but it became vital to recognize a pattern in it, so that the
emerging pattern became the information and the 'average' interpretation was a
matter of statistical weightings.
In the second half of the nineties everyone finds patterns everywhere. Patterns
have become more important than information itself. Before long people found
patterns in biology, mathematics, sociology, genetics, the universe, our genes
and guess what - everywhere the same complexities, fractals and numbers turn
up. And these patterns also seemed to have resonance. Every time a pattern was
found, it became easier to find others.
Patterns are composed of building blocks called objects. They are the
chromosomes of information. All around us these objects come to life because
we have started connecting units of information to other units of information and
embedding these clusters with intelligence. In future, it is not inconceivable that
these objects will have a mind of their own, a memory, a reason and a mission,
because every living system endowed with intelligence is on an existential quest.
There are some aspects of the Publication field that still require what can best be
described as Visionary Research. Two examples are given below. However, both
are deceptive in the sense that, despite the fact that these problems have been
around for a long time, we still need very basic research to solve them.
Despite all the work over the past 50 years, the problem of classifying, storing,
and retrieving digital content, regardless of media, remains a major problem for
all but the most simple and structured of topics. Developments like associative
stores help but they are slow and require a set of relational links to be specified
at the time of storage. Multimedia search by document content is a technology
that has reached initial demonstration phase, but is still in its infancy. There is,
essentially, no mature method of storing for retrieval text, images, and sounds
(including speech and music) other than to use words, normally in the key-word
format. Examples of the problems are:
Free text storage. How does one classify a mass of text for use in
corpora- assisted translation? Despite some progress towards automatic
tagging, essentially there is no satisfactory solution other than to use
human key-word generation.
How does one find the composer and name of that evocative snatch of
music one has just heard from the Internet?
At one extreme this research topic is quite fundamental and falls into the
category of long range research. The way the brain seems to operate gives
hope that ways can be developed, perhaps based on unusual storage
techniques, such as holographic stores or quantum computation. Work is going
on to develop algorithms for using 3-state computation which seem to offer
some promise. But in the context of particular practical problems, it can be
tackled and progress made at an applied research level.
Of course the answer will depend upon the properties of the “reader”. Some will
prefer reading, some listening, and there are a host of variables to take into
account. There are techniques arising from advanced work in brain scanning,
and psychological methods which make it possible to determine how effective
the absorption of the material is, as the experiment continues. The Commission
should set up work to:
B. Enabling Technologies
In the new 5th Framework Programme, one of the changes from the past will be
that each of the main themes will be able to conduct its own enabling technology
where that is specifically relevant to the work of the theme. There will also be
enabling technology work in main theme IV of the Information Society part of
the programme. Because of the difficulty of classification, care will need to be
taken to monitor and collaborate at the overlap of these rather similar parts of
the programme. Moreover, for any particular domain of publishing, it will be
observed that what seems like enabling technology to some can be viewed as
primary application R&D to others. This will be observed by comparing some of
the suggested enabling technologies, or building blocks, of theme III with the
applications work proposed above. Some examples of what some see as the
enabling technologies for the publishing world are given below. It will be noted
that much of what is described is or will be made available from commercial
sources or from other parts of the Framework Programme, thus not requiring
explicit action from the Multimedia Content part.
25 _______ EC average 22
20
14 14
15 12
9 10 10
10 6 7 7
5
0
)
d)
y
ia
ark
s
ly
UK
en
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an
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ate
ate
ed
m
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m
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Au
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tim
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er
er
Fi
ti
eth
G
D
es
(es
g(
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um
ur
bo
lg i
Be
m
xe
Lu
Nb : data provided for : 1995 : United Kingdom - Dec. 1995 and 1996 : Belgium, Denmark, Germany,
Italy, Luxembourg, Netherlands, Sweden - Dec. 1996 and 1997 : Austria, Finland. No data available for
: France, Greece, Ireland, Portugal and Spain
Source The Information Society Project (ISPO) at the European Commission
(www.ispo.cec.be)
Be y
tim s
he n
Po n
e
d
ly
l
ce
d)
ia
ga
g ( land
an
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an
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de
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Ita
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re
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we
nl
Au
Fr
G
r
er
Fi
es
m Net
ur
bo
xe
Lu
Nb : data provided for : 1994 : Greece - 1995 : United Kingdom - Dec. 1995 and 1996 : Belgium,
France, Germany, Italy, Luxembourg, Netherlands, Portugal, Spain, Sweden - Dec. 1996 and 1997 :
Austria, Finland, ; No data available for Ireland and Denmark
Source The Information Society Project (ISPO) at the European Commission
(www.ispo.cec.be)
The end-user platform must be of sufficient economy and availability to allow its
proliferation. There also must be enough portability of the application to
accommodate several potential end-user platform types.
IMPORTANT
DEVELOPMENTS IN IP
Multicast
The "digital book"
Although mostly associated with real-time concept is of many
interactive applications such as video sheets of "electronic
conferencing, the implications of multicast paper" bound
technology are much wider. "IP multicast is together in a book
the most efficient method available to allow form. Developed at
sharing a common set of information among MIT Media Lab,
multiple clients." An industry consortium, the electronic paper can
IP Multicast Initiative, is researching the display digital data at
market to identify new application areas. high resolution, but
(unlike printed paper)
Resource reservation and is reusable.
associated protocols
"Wearable computers"
The availability of protocols layered on top of
incorporate computing
IP which have been specifically designed for
elements built into
real-time audio and video data means that
clothing, with user
much higher-quality networked multimedia
input through a small
applications become possible.
hand-held device and
output via "data
IP version 6
spectacles". This
makes it possible to
The new version of IP offers a much larger superimpose digital
address space, removing one constraint to data over the wearer's
network growth. Other features include view of the real world.
autoconfiguration (making it much easier to
"plug-and-play" network components), better
support for real time flows (making it easier
for networks to offer the above-mentioned
Pocket computers,
protocols), and low-level authentication and with cellular
encryption support. The impetus for the move
telephones/wireless
to IPv6 will come from users who require LANs, are already
these additional features - at present there is available and will
otherwise little pressure to migrate existing
become more widely
networks to IPv6.
deployed.
$2.70
$1.00
1996 1997 1998 1999 2000 2001 2002
46.4
48.4
Service 36.8
28.9
41
4.8
Wholesaler, 6
8.3
distributor 14.4
8
3.6
12.9
Manufacturer 25.2
23.3
17.5
26.4
19.8
Retailers 22.2
32.2
23.5
0 10 20 30 40 50
% of Websites within Site Age
All websites <7months on the web 7 to 12 13-24 over 24 months on the web
It is clear that as content and client side applications grow more complex, the
bandwidth requirements between the application server and the client terminals
must also progressively grow in capacity. The infrastructure and equipment
required to effectively deliver content is essential. Most EC constituent
communication networks are expected to grow and use industry-standard
technology such as Fast Ethernet, Gigabit Ethernet, ATM and T5 services for
implementing their Internet backbone. Private lines are not expected to be the
primary mode of interconnect between application users and the Internet.
Modem-based telephony, Cable modems, and Satellite delivery are expected to
act as the main mode of communication between the end-users and the
Internet. These technologies are expected to evolve within the framework time
frame to adequately serve the framework needs.
ADSL
Asynchronous Digital Subscriber Loop defines a new signaling protocol for higher
data rates. It is not clear that this protocol will gain acceptance, and its success
will directly leverage on its wide-acceptance.
m ECU 1.600
1.400
1.200
1.000
800
600
400
200
-
1996 1997 1998 1999 2000
The EC needs to determine what role it wishes to play as a Trade and Banking
commission. There is a strong need to establish reasonable licensing practices
and key management/authentication services for online business entities.
Currently without these checks and balances, the public online environment is
not reasonably regulated for serious commerce, such as business-to-business
and EDI. Other similar applications, such as online governmental databases
(health, engineering, human services) also mandate that the Commission play a
regulatory role to insure the data security.
STANDARDS
Standards that are organised co-operatively and do not then belong to individual
organisations, open standards, are preferred because their subsequent
development is generally based on a continuing consensus and not at the whim
of their owners, and because their content is known to all market participants,
increasing competition. Standards can only be successful if they have the support
of both industry and users.
1 By the turn of
the century, thanks
to another 2 Fueling European technological and
astoundingly economic success is one trend that took
successful, Europe by surprise, a phenomenon that
European-made seemed to come out of nowhere: the
global standard - Internet, which finally took the limelight
GSM - telecom in part thanks to the HTTP protocol, an
goes wireless on a invention created in Europe by Europeans
large scale and which resulted in an easy-to-program,
becomes drastically visually compelling way for anyone to
more affordable. publish
SUPPORT ACTIONS
Dissemination actions could include applications that transform « raw » data into
usable information for specific sets of end-users, modify the distributed «
knowledge base » according to the users’ feed-backs, efficiently track the
successful transactions with the users, with the eventual purpose of taxation
(according to the value transacted) or profiling (according to the users’
reactions).
Such actions must be decided upon quickly, and show results quickly. The turn
around time from proposal inception to proof to the market should not be more
than 18 months.
Such projects can take many forms, but the main useful categories can be
classified as:
The Commission has responded (in Com142) by its recognition of the need to
diffuse new technology in Society, as evinced by the very name “Information
Society”. There is an explicit reference to the need to put more emphasis on
dissemination and exploitation. It is suggested that activities such as
demonstrators, awareness and best practice campaigns would be an appropriate
way of encouraging the take-up of new technology, much of which has emerged
from the previous activities of Commission R&D programmes. Such activities
should be an integral part of the programme, closely associated with the more
normal R&D projects, rather than handled by a separate programme. The
communities of users that the Information Society theme is addressing often
recognise that it is measures to help take-up that they most need, and in which
they would be more interested in participating, rather than or as well as new
R&D.
Now, with the improvement in exit scenarios enabled by mechanisms such as EASDaq
(http://www.easd.com/) and Le Nouveau Marché (http://www.nouveau-
marche.fr/), European and foreign investors should be attracted back to EU in
greater numbers. However, far from merely mimicking American techniques, Europe
should take those elements that translate well to the European environment, add its
own ingredients and give the resulting package a decidedly European spin.
The stated objective of European research & development funding is to develop “Made
in Europe” information and communication technologies and services which will be
competitive at global level, not just in technology level, but competitive on the market
as well. This means software stores, both on- and offline, full of
“
European-made products - and not just in
Europe, but worldwide. Instead of Culture is funded. most of
Companies are financed. the top-
STEPHANIE RACETTE, 100
EUROPEAN MULTIMEDIA FORUM most-
visited Web sites residing in North
”
America, Europe would have a strong
showing, as befits one of the largest markets in the world. European
information industry players would be in successful alliances with
companies, research groups, universities and governmental bodies all over the world.
European content delivered through European channels would be synonymous with
excellence, accessibility and affordability.
The end result would be companies which can concentrate on their business
development, have reliable access to finance, and are assisted in developing their
activities by local partners who understand the business and are paid to provide
international contacts and business opportunities. This will constitute a substantial
contribution towards the development of Made in Europe technologies which are
competitive at global level.
2 NatWest (http://www.natwest.com)
has implemented an initiative whereby professionals in the local branches are given ICT
market training. This allows NatWest to gain as clients companies involved in a sector
which, if properly nurtured, can only grow, and provides the client companies with value-
added source of finance.
Experts at venture capital firms who are responsible for reviewing incoming business
plans face a variety of obstacles. They need to acquire and review a number of
proposals in order to increase their chances of finding good ones to fund. However,
proposals are often rejected not due to unsound core ideas, but because these ideas
are expressed poorly - perhaps the sales projections are not well supported or sections
of the plan are inadequate or missing.
In addition, investors are often asked to review projects for which little or no
preliminary phase, proof-of-concept work has been done. To add to this, venture
capital firms often receive plans that have not been through a sufficient “peer review”
process which would have provided valuable feedback in addition to spotting obvious
deficiencies. An EU Business Partners Program provides solutions for these problems.
EU Subsidy programs review thousands of proposals each year and have had years to
develop efficient and competent vetting processes. Any given project may be fully
funded, funded for feasibility work only (preliminary
phase projects) or rejected for funding not for lack of Leveraging existing
merit but for lack of available funds. Some projects are mechanisms
rejected because they are simply inappropriate for the
owdue to
subsidy in question or for conventional subsidy programmes in general, and not
general lack of fitness.
Commission but which still go unfunded can be prepared and offered to sources of
venture capital by the Business Partners Program. Since the venture capital industry
thrives only when it has a large base of solid, attractive projects to review with an eye
toward funding, it would welcome business plans from projects that carry the EU seal of
approval by virtue of having passed the EU’s own vetting process.
The European
Content Product
Market Success Story, Much of Europe's market success in this area during
2005-2015 2005-2015 is fuelled from the start by focused
Commission action aimed towards building into R&D
application subsidy programmes a phase whereby
Commission-funded products and services are
prepared for distribution via the new electronic
commerce channels. The Commission coordinates
and helps to fund the development of these
commerce channels, as it sees them as an essential
final link in fulfilling the mission of their information
technology R&D subsidy programmes: to deliver
competitive European information products and
market at a competitive price for the benefit of
Europeans from all walks of life and to use the
DEREK KUETER, European market as a springboard for entering
COOPERS & LYBRAND global markets.
increased quality of the projects that they have access to and the resulting
improvement in the quality of their dealflow. In addition, a searchable, profile-enabled
Web database of projects with alert capabilities containing information on all projects,
could serve as a delivery mechanism for business and marketing plans, and could
facilitate the handling of such necessities as non-disclosure agreements.
III.6.7 COST-EFFECTIVENESS
If that same program were to reserve 2 MECU in subsidy monies for it's BPP (not
including administration costs), it would be required to drop one project. However, it
could now fund the participation of 22 BPP projects at 100,000 ECU (100 KECU) per
project.
Closer cooperation between R&D, the business community and the marketplace, as
enabled by an EU Business Partners Program, would provide for:
It is very clear that the world of publishing is in turmoil, trying to come to grips
with the multimedia revolution at the same time as with the opportunities
opening up by the new methods of
disseminating material in electronic form, and Lesson I: The
by the very different world of the Internet. For technological revolution
the old established firms continuity is highly we are living through is far
desirable; continuity rather than revolution. For more radical even than
the new players in the publishing field many of that associated with the
the lessons remain the same as they always adoption of computers.
have been in the publishing world. But there
are also new ones to be learnt by all, as new worlds to be conquered emerge
from the fog of confusion that hangs over the battle field.
Perhaps two messages emerge above all from that fog for those who wish to
remain at the cutting edge of their industry, or for those who aspire to get there.
The first is that the technological revolution we are living through is far more
radical even than that associated with the adoption of computers.
That first technological revolution may have changed the way the industry
worked, but it made little impact on its traditional markets. Now the new
technology is providing different methods of delivery to the traditional markets,
but is also opening up whole new markets. New players from very different
backgrounds are entering the industry. The picture is confused because it is not
yet clear whether and to what extent the traditional pattern of commerce will
break down.
The industry can be confident that the printed word has a long life ahead of it,
but less confident that other forms of delivery will not eat substantially into parts
of the established market. On the far horizon there is talk of the well bound
electronic book which has many of the desirable attributes of the conventional
book but where the textual content is down-loaded at will. All this and
multimedia too!
The second lesson is that the consumer world is Lesson II: The consumer
changing fast, especially as the changing world is changing fast,
perception of time takes us in its icy grip. If the
especially as the changing
world demands fast delivery and its information perception of time takes
fed up to it in the most accessible way, then the us in its icy grip.
publisher would be well advised to listen. The
new technology provides means for meeting
that demand and someone will certainly seize the market opportunity. If
attention spans are ever falling, we may regret this but must optimise the use of
the multi-media choice, now laid open to us to employ at will, to maximise the
flow of information take-up. Will the challenge be met from European sources,
even if the trend to an ever growing shortage of time is led from across the
Atlantic?
The challenge for the publishers of Europe is to see that the old markets
continue to be served despite the
changes in customer requirement, The challenge for the publishers of
and that the new markets are seized Europe is to see that the old markets
by European players. This will not continue to be served despite the
come to those who choose to ignore changes in customer requirement, and
the new technology of “digital that the new markets are seized by
culture”. The European publishing European players.
industry has a well-earned
reputation for quality of work. This must be maintained in the midst of the
changes that will speed up the process and alter the media and means of
delivery.
The challenge for the Commission is, above all, to enable these changes to take
place by creating a legislative and economic environment that liberates and
stimulates creativity. Through policy actions the Commission can change the
environment in Europe for the
content creator, the publisher and The challenge for the Commission is to
the user. There is a role for the enable these changes to take place by
encouragement of R&D actions that creating a legislative and economic
mould the technology to produce environment that liberates and
systems that meet the particular stimulates creativity.
needs of the European commercial
environment. And there is a challenge to ensure that the publishing industries
and their customers know what the new technology can offer.
There is one most welcome trend to emerge from the fog, and that lies in the
convergence of the media content people with the technologists. For the first
time this century we are seeing the two worlds coming together. Just as the
opening of the ghettos in the last century provided a stream on unparalleled
creativity, so the mixing of these two streams of often very different people is
creating in the industry a new excitement, a new sense of released energy,
which is most welcome. The art of the wall poster took a giant step forward
when the artist Toulouse-Lautrec took a direct hand in the printing process. The
violinist Yo Yo Mah spends time in the MIT media lab, devising computer
simulations of his fabulous instrument. Hollywood employs some of the most
powerful and advanced computers in the world. Are the youngsters who write
computer games artists or technologists – or neither?.
Despite the fog that surrounds us we who are involved in the publishing world
are lucky to be living in these exciting times.
BRIAN OAKLEY
DEREK KUETER
KIERAN O'HEA
LUXEMBOURG
SEPTEMBER, 1997
Contributors
Fiches and Papers
ii
Appendix: Contributors
iii
Appendix: Contributors
iv
Appendix: Contributors
v
Appendix: Contributors
vi
Appendix: Contributors
vii
Appendix: Contributors
viii
Appendix: Contributors
ix
Appendix: Contributors
x
Appendix: Selected References i
SELECTED REFERENCES
Government
Draft Formal Proposal for the 5th Framework Programme of 27/02/97, version 3.
US National Information Infrastructure Agenda for Action.
Commission proposal for the Fifth Framework Programme (EC) for research, technological
development and demonstration activities (1998-2002) and Commission proposal concerning the Fifth
Framework Programme of Euratom for research and training (1998-2002).
Towards the Fifth Framework Programme: Scientific and technological objectives
Inventing Tomorrow: Preliminary guidelines for the Fifth Framework Programme of research and
technological development activities.
The Esprit 1997 Work Programme.
The Telematics Applications Programme Work Programme.
Global Information Networks: Promoting Best Use, G7/EU 1997 Ministerial Conference Issues Paper,
First Draft, 6 January 1997, German Federal Ministry of Economics.
Adam, Dr. Gordon, MEP for Northumbria and Vice-Chairman of Research, Technological Development
& Energy CTTE (1996), “Towards the Fifth Framework Programme”.
Studies
ELPUB-2: Strategic Developments for the European Publishing Industry towards the Year 2000:
Europe’s Multimedia Challenge.
ELPUB-2001: Identification of Influential Technologies, Impact Assessment and Recommendations
for Action.
Betz, F. (1991) “Next-Generation Technology and Research Consortia”, Int. J. Technology
Management, Special Publication on the Role of Technology in Corporate Policy, pp. 298-310.
Discussion Groups
E-Commerce, e-Trust, Telework, Distance Learning, ISPO General, Online Commerce, Electronic
Transactions, Testbeds and Pilots.
Periodicals
Red Herring, WebWeek, Wired, InfoWorld.