16. Membership and Governance
• The Institute will be a Charity if possible
• Universities are the Members of the Institute
• They do not control it
• Members must vote 2/3 in favour to:
• Change the Objectives of the Institute or its Articles
• Raise new membership fees
• Close the Institute down
• A majority of Members must also approve independent candidates for the
Board
• The Institute is controlled by:
• The Board
• Technical Advisory Panel
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17. The Board
The Board of the Institute will serve as the Trustees of the charity and is
comprised of:
• Independent directors (the majority)
• 1/3 of the Board, at least two directors, elected by the Members
• The Director
• Directors serve for three years
• Directors serving when Members’ Agreement signed require no further
appointment
• Independent directors are selected by the Board itself
• Intended to be industry figures of known integrity and expertise
• Subject to veto by Members
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18. Technical Advisory Panel
• Board takes advice from the Technical Advisory Panel
• All members and important industry sponsors can be on the Panel
• Chief Scientist chairs the Panel
• Panel governance is TBC, and subject to Board approval
• Panel oversees
• Procedures for allocating research
• Evolution of research themes
• Assessment of academic standing of proposed new members
• Allocation of Research
• Must satisfy competition law – no carve-outs for Members
• New work subject to calls for bids and submissions from members
• Panel will establish criteria for choosing amongst bids
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20. IP Policy Key Objectives
• Creation and use of IP as a cumulative asset to be managed for the benefit of the
entire UK industry – a trustee for growing know-how
• Avoid compromising existing University background IP
• Maximum freedom for Institute academics to pursue research unhindered by IPR
barriers
• Avoid fragmentation of Institute background to maximise its reuse potential
• Avoid unknowing incorporation of restricted IP into Institute output
• Availability of Institute IP for licensing, patent pool or defensive publication purposes
• Use of IP licensing procedures as a tool for monitoring the economic impact of the
Institute
• Revenues to the Institute from IP are not an objective
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21. IP Policies
• Institute will own all IP generated within its walls, whether financed by RC or
industry money
• All IP licensed back to University Members for research purposes
• Required University Background automatically licensed to Institute solely for
research projects
• Universities and academics must declare beforehand the licensing conditions
for commercial use of their Background
• Companies will receive commercial licenses for the work they finance – some
of them may be very powerfully structured
• Use of open-source will be rigorously managed
• Revenues from RC-funded IP licenses will be shared back to the Universities
• IP policies for commercial projects will be agreed for each project
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22. Licensing and Disclosure
• The Institute will license its IP and demand licensing accounts from
companies, to monitor the economic impact of its work
• Nominal license fees will be market-rate
• Nominal fees will be discounted
• By 100% for sponsor companies
• Where IP can be licensed to other parties, by 99% for other companies,
up to 3x the total cumulative research spend of a company in the
Institute
• For RC-funded work, there is a presumption of publication
• Institute must check work pre-publication to prevent wildcat disclosures
• For commercially funded work, publication is subject to agreement with the
sponsor at the outset
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27. Funds Flows (2014)
Research Councils
£ 1,578,858
Government/TSB Universities Companies
£ 315,772
£ 2,375,000 £ 2,037,500
The Media Institute
£ 141,700 £ 1,512,236 £ 1,324,375 £ 603,750
Other
Universities
Facilities
Staff
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28. Current Status
• Seed funding from University College London
• Supported by Dean of Engineering Professor Anthony Finkelstein
• Academic Lead Professor Ingemar Cox
• External Director Andrew Bud, technology entrepreneur
• Established in form and substance
• Incorporated as not-for-profit company in August 2010
• “Media Research Partners Limited” “The Media Institute”
• Legal agreements defining the Institute now complete in settled
drafts
• Own branding and website www.themediainstitute.com
• Operating a series of open networking seminars
• Offered a detailed EOI to the TSB in February 2011
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30. Areas of Focus
• The Institute will succeed by focusing on a number of themes
that are crucial to the industry
• Research will focus on the following areas:
• Creation and capture of content and information
• Presentation, user interfaces and multi-channel consumption
• Characterisation, discovery and choice of intelligent information
• Service delivery and distribution
• Rights, privacy and authenticity
• Business models, behavioural economics and innovation
• Multi-language, multi-culture
• Examples of possible research topics for each area follow.
• Industry-led Illustrations of how the Institute’s mission will be expressed
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31. Examples: Content Creation and Capture
Computer Generated Graphics for Cinema and TV
• Low-cost 3D photo-real actor and scene synthesis
Virtual world synthesis for video games and social media
• real time synthesis of 3D space
News Gathering
• Compact, portable, low-bandwidth broadcast-quality HD
Next Generation Multi-Media
• authoring of integrated text, pictures and audio-visual
Tele-presence of live events (eg. concerts)
• capture of complex environments and experiences
Virtual events and museums
• creation of complex place-like experiences
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32. Examples: Presentation, Cross Platform, UI
Real-time multi-format encoding
• simultaneous stream availability for mobile, tablet, PC, TV, etc.
Portable content
• containers for moving/sharing content between devices
3D gesture-based user interfaces, metaphors & widgets
• successful interaction models in a depth-enabled space
Implications of new displays, sensors and transducers
• Novel applications of paper replacement, flexible displays, tactile sensors
Multi-screen presentation
• metaphors and narrative models for experiences on several different
screens at once and on unconventional screens
Accessible interfaces
• media access devices for the old and the disabled
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33. Examples: Characterisation, Discovery, Choice
Interchange standards for metadata
• enabling transfer of rich metadata along the value chain
Automated extraction and generation of metadata
• essence extraction from audio and visual content
• generation of meta-data on different scales for the same content
Discovery Journeys
• determination of successful trajectories through
personalised search experiences
Storefront & Publishing Techniques
• metaphors for display and promotion of audio-visual content
• presentation of micro-modular content for easy self-packaging
• classification and self-identification of very large linked inventory sets
Advertising and Marketing
• personalisation and multi-screen presentation of advertising
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34. Examples: Service Delivery
End-to-End Quality of Service management
• in variable throughput/congestion networks
Architectures for multi-network delivery
• integration of different last-mile tails with selection and handover
Traffic forecasting in media-loaded networks
• impact of audio-visual media load growth on cost and performance
Future impacts of peer-to-peer
Network enabler services
• opportunities for media distributors from enabler APIs
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35. Examples: Rights, Privacy and Authenticity
Tracking consumption of rights-derived content
• watermarking, reporting, derivation detection
Protection algorithms for DRM and private data
Reducing the cost of managing originator rights
• legal and operational means to simplify clearance and admin
Legal frameworks for digital rights
• ways to make copyright law fit for the digital purpose
Licensing models for digital content
• models for monetising beyond copyright
Protecting privacy in a personalising world
• identification and protection of key privacies when visibility is total
• ways to safely share personalisation data with and along the value chain
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36. Examples: Economics and Business Models
Behavioural Economics of Digital Content
• perceptions of value, responses to costs
Game Theory of Digital Distribution
• supplier strategies in the game with consumers
Business Models for Digital Media
• acknowledging the new behaviours and dynamics of consumers
Models for Dynamic Pricing of Content
• adapting value generation to the new model of consumer behaviour
Valuing Personal Data
• models for valuation and value sharing between protagonists
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37. Examples: Multi-Culture, Multi-Language
• Automated subtitling and dubbing
• Synthesis of signing and avatar speakers for the deaf
• Parameterisation of gesture dialects for international UIs
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