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Audience of the Future, Consortium Building Event
SPORTS ENTERTAINMENT
Tuesday 22nd May 2018
Edgbaston Stadium
@UKRI_News #industrialstrategy #AudienceFuture
AGENDA
11.15 Welcome and Introductions
11.20 Audience of the Future: Scene Setter + Q&A
12.00 State of the Art: Presentations
12.20 State of the Art: Panel Discussion + Q&A
12.50 Lunch Break
13.30 Networking and Consortium Building
14.50 Wrap-up and Next Steps
15.00 Event End
Audience of the Future
Context and demonstrator rationale
Prof Andrew Chitty
Interim Challenge Director
Audience of the Future
UK Research and Innovation
#AudienceFuture
#IndustrialStrategy
3
CHEAD presentation 14.04.18
“Immersive experiences are new forms of content, new narrative
mechanisms and a new language around production which spans the
Creative Industries…..
“The best technology will not produce the step change needed
without equal excellence in content production and understanding of
immersion as a narrative form.
“The UK must ensure it is the most highly skilled nation producing
content that exploits these technologies”
Sir Peter Bazalgette Independent Review of the Creative Industries
Audience of the Future
To capture new global audiences and grow our leading market position
in creative content, products and services by adopting, exploiting and
developing immersive technologies.
Challenge Statement
*
• Immersive technologies (AR, VR, XR) are the most significant and
potentially disruptive technologies to impact the Creative Industries
since the web in the mid 90s
• They present both opportunities and threats to the UK’s current level
of global competitiveness as both IP creator and production centre
• Global commercial opportunity for UK Creative Industries is through
content/experiences enabled by immersive technology rather than
platform or hardware
Audience of the Future Rationale
That by 2025 UK is a global market leader in the creative immersive sector.
1. UK creates 10% of global creative immersive content
2. The UK Creative Industries sustains its above average growth.
3. The UK has a low barrier of entry for producing high-quality immersive content,
4. The UK has an increased skilled workforce to create immersive content.
5. Increased private investment in immersive technology and experiences
Programme Objectives
*
• Audience of the Future is central to Creative Industries Sector Deal
• High expectations that AoTF will de-risk investment
• Identifying/ testing viable audience propositions & business models
• Innovation in production tools/reskilling workforce
• Industry engagement across the value chain
• Specialists in AR/VR/XR companies but also…
• Content studios, IP owners, creative technology companies, hardware
providers, platforms operators, investment community, distributors
Industry Context
Audience of the Future – £33m grant funding
• Ambitious, pre-commercial
content innovations using
global IP.
• New experiences that advance
the state of the art and test with
real audiences at scale.
• Large collaborations across the
supply chain to explore future
commercial models.
• Talent development and
experimental production
for the Screen Industries
• Delivered with Clusters
Programme
• Designing for future audiences £2m
• Making content production cheaper,
faster, more accessible £8m
• Investment Acceleration £2m
£16m Demonstrator
Programme
£12m CR&D
Programme
£5m Industry Centre of Excellence
£m 2018/19 2019/20 2020/21 Total
ISCF Funding 4.50 14.00 14.50 33.00
Matched Industry
Funding
1.70 8.10 9.70 19.50
CICP Funding 0.75 1.25 1.25 3.25
Total (£m) 6.95 23.35 25.45 55.75
Audience of the Future – a £56m programme
19
Demonstrator Programme: rationale
• That UK Creative Industries future success in Immersive economy will be
based on our strength in innovation in content, experience and business not
in technology
• That investment in AR/VR/MR/XR at scale is currently held back by lack of
clear audience propositions, forms and formats that could underpin
commercial models and unlock required investment
• The current market is largely pre-commercial, with much current work
innovation driven, small scale, promotional or ancillary rather than seeking
revenue generating opportunities from new audiences.
• Public investment in a series of large scale, pre-commercial, collaborative
experience demonstrators could stimulate content innovation, audience
testing and business modelling at scale, provide sectoral learning and
unlock investment.
• Up to £16m; Max Grant £4m
• 4 areas identified with industry as maximum opportunity
• Performance
• Moving Image
• Sport Entertainment
• Visitor Experience
• Looking for projects that can significantly advance creative,
technology and commercial state of the art across a whole sector
Demonstrator Programme: overview
© Royal Shakespeare Company
35
Demonstrator Programme: Objectives
• Innovation: we will support industry led consortia to develop NEW
audience experiences that show they can significantly advance the
current state of the art
• Insight: each large scale demonstrator must reach an audience of
>100,000 in order to learn lessons at scale
• Capacity building/knowledge sharing: each consortium should
have sufficient reach to advance knowledge across their sector and
a plan for how to do that*
36
What do we mean?
• Significantly advance the current state of the art
• Creative proposition
• Audience Proposition
• Commercial Proposition
• Technical implementation
• Reach >100,000 users across the lifetime of the project
• One or more audience propositions or tests
• Gather audience data
• Derive commercial insight
• Use globally recognised IP
• To reach audience
• To address rights and IP issues
• To inform commercial models
37
Ambition and Scale
“Each one of these demonstrators would be
the biggest creative VR project in the world at
the moment”
Jeremy Bailenson, Director Stanford VHI Lab
38
Ambition and Scale
• This is a very ambitious programme
• but absolutely not just a VR one
• We are looking for gamechangers
• not just the next thing (a bit bigger)
• or the same thing (a lot bigger)
• or something that isn’t core to the future of the sector
• The scale of funding available is beyond people’s current
experience
• in thinking, in project scope, production, scale of experience, talent
• but we need to spend it wisely
39
Consortia
• To meet the ambition we think you will need to engage the
whole value chain:
• Specialist XR companies but also, academic and industry R&D
teams, IP owners, rights holders, content and experience
producers, GFX, specialist technology and data providers,
Studios, talent, hardware, platform and distribution partners
• In a consortium with a vision to impact the sector not just
deliver a project for a single company or institution
Immersive Experiences: multisensory narrative or
interactive audience experiences mediated through
technologies including:
• virtual, mixed and augmented reality (VR, AR, MR)
• haptics
• advanced visualisation
• other sensory interfaces
Definitions
Sports Entertainment
• Experiences and formats that provide remote access to sporting events
across a range of platforms and generate significant revenues from this
remote audience in addition to spectators attending the events.
• We particularly encourage proposals
• That apply immersive technologies to new audience propositions in sports where
remote audiences are (or could) be significant drivers of value.
• Where events, rights positions and creative opportunities afford significant
opportunities to engage the public
Scope: Themes
• To be eligible to lead a bid for funding you must:
• be a UK-registered business,
• carry out your project work in the UK
• intend to exploit the results in or from the UK
• work in collaboration with others
• Collaborations must include at least one SME
• A business may only lead on one application and partner in a
further 2 applications.
• If not leading a business can be a collaborator in any number of
applications.
Eligibility: lead bidders
• You can claim up to a max £4 million in grant funding across the consortium
• Significant match funding is required
• To claim the max £4m grant total project costs must be > £5 million.
• Total cost is the combination of the requested grant value and the applicant’s
contribution.
• We anticipate funding projects with total costs £5m to £10m and above
• Demonstrators are classed as industrial research so are funded
• up to 70% of your total project costs if you are a small or micro business
• up to 60% if you are a medium-sized business
• up to 50% if you are a large business
Funding: lead bidders and companies
• Universities and IROs – 100% (80% FEC)
• Other research organisations can claim 100% of their project costs
• They must be non-profit distributing and disseminate project results.
• Total research organisations max 30% of grant
• Public Sector Organisation or Charity - 100% of eligible costs
• Must be performing research activity & disseminate project results.
• Must ensure that the eligible costs do not include work / costs already
funded from other public sector bodies
Funding: research organisations
• Application Deadline 1st August Noon
• Assessment over August
• Invitation to Interview 1st September
• Interview panel w/b 10th (TBC)
• Notification of outcome w/b 24th (TBC)
• Projects start from 1st Nov 2018
• and must complete by 31st Dec 2020
Timeline
AUDIENCE Q&A
Prof Andrew Chitty
Interim Challenge Director, Audience of the Future
@drewchit
STATE OF THE ART: PRESENTATION
David Mahoney
Chief Strategy Officer
England and Wales Cricket Board
@ECB_cricket
IMMERSIVE
TECHNOLOGY AND CRICKET
Content
1. The state of cricket
2. Cricket and immersive technologies
A truly global sport…
100+ Cricket is played in over 100 countries
800m Cricket has over 800 million worldwide fans
730m There were over 730 million IT20 viewers in 2016
2.5m+ Over 2.5m watched WT20 Final 2016 on Sky Sports
Sold Out The Women’s World Cup Final was a sell-out at Lord’s
…that dominates the narrative of the British summer
2nd
10m+
Highest
ever
700+ hrs
Growth
The second most played team sport in England
The game has 10.4 million followers in the UK
There have never been higher attendances than in the last 2 years
There were over 700 hours of live cricket broadcast on TV in 2016
The women’s game is set for exponential growth
Our Successes
New Broadcast Partnership
Doubled revenue from 2020
New tournament agreed to launch in 2020
Hosting World Cup in 2019: over 3 billion viewers
Women won the World Cup
Finalists in World T20 and semi-finalist in CT17
Launched All Stars to 37,000 kids (5-8)
Fully independent Board
Good Governance &
Social Responsibility
Strong Finance and
Operations
Game for
everyone
Brave
Cricket
Innovativ
e &
Contemp
orary
Growth
Content
1. The state of cricket
2. Cricket and immersive technologies
CRICKET AND INNOVATION
55
22.0IMMERSIVE TECHNOLOGY
THE SIZE OF THE MARKET
56
22.0IMMERSIVE TECHNOLOGY
VIRTUAL REALITY
(VR)
AUGMENTEDREALITY (AR)
A digital environmentthat replacesthe user’s
physicalsurroundings.
Digital contentthatis superimposedovera live
streamof the physicalenvironment.
82 million
(UnitsGlobally2018)
Sizeof smartphonemarket
Potential3 billionglobally
ImmersiveTechnology-whatis.techtarget.com
2018will beabigyearforaugmentedreality – but2021will bebigger
CRICKET IS ALREADY EXPERIMENTING
57
22.0IMMERSIVE TECHNOLOGY
IMMERSIVE TECHNOLOGIES & CRICKET
22.05.18 IMMERSIVE TECHNOLOGY 58
OUR APPROACH
PERFORMANCE RECREATIONAL CONSUMER
Building technology toimproveprofessional cricketers
performance onthe field
Creating experiences that allowrecreational cricketers
togetmorefrom playing cricket whether in the back
garden orat theirlocal club
Maximising the opportunitiesfor cricket consumersto
be exposed toand enjoy cricket whether ata game or
at home
VR VR/AR AR
COMMERCIAL
Generating revenue opportunities from immersivetechnologiesin cricket
IMMERSIVE TECHNOLOGIES & CRICKET
22.05.18 IMMERSIVE TECHNOLOGY 59
EXAMPLE
PERFORMANCE RECREATIONAL CONSUMER
VR Elite performancetraining,toprepare
internationalplayersbeforemajortours
andgames
UseVR togivefansinhome experiences.
CreatenewARexperiencesatclub or
recreationallevel.
ARtoenhancefanexperienceleveraging
cricket’sdatarichexperience.VRto
replicatethein stadiaexperienceathome
(bestseatin thehouse)
ImagesStrivr,EONSportsVR&MLB.com
STATE OF THE ART: PRESENTATION
Chris Aylett
CEO, Motorsports Industry Association
@MIAmotorsport
AUDIENCE OF THE FUTURE
SPORTS ENTERTAINMENT CONSORTIA
Chris Aylett
Chief Executive
Motorsport Industry Association (MIA)
MOTORSPORT INDUSTRY ASSOCIATION
The only business network organisation serving the global motorsport and High Performance
Engineering industry
• Whose 300 international corporate members transact over £5 billion of global motorsport
business
• Creating strategic alliances with government and industry, building networks and international
business partnerships
• Driving forward business growth initiatives to strengthen the motorsport industry, its profitability
and success
• Driver of cross-sector business and horizontal innovation
 Energy Efficient Motorsport
 Motorsport to Automotive
 Motorsport to Defence
 Motorsport to Creative
THE UK: A WORLD-LEADING
MOTORSPORT CENTRE OF EXCELLENCE
8 out of 10
Formula 1 teams are either
Headquartered or have major
facilities in the UK
30% of sales turnover
re-invested into R&D
(10x that of road-car manufacturers)
Over £10bn
Estimated global sales turnover
(2016)
4,300
Motorsport businesses
45,000 staff
(incl. 25,000 highly skilled engineers
& apprentices)
87%
of UK motorsport
businesses export
The UK is “THE global leader in the sport and business of motorsport”
Professor Michael Porter - Harvard University
MOTORSPORT ENTERTAINMENT
TAKES MANY FORMS
CONTINUOUS
INNOVATION
Rapid
response
delivery
Constant
prototyping
Rigid time
constraints
Intense
competition
Changing
technical
regulations
MOTORSPORT AND CROSS-SECTOR
INNOVATION
Motorsport pioneered horizontal innovation, creating long term connections with
other industries
From Spitfires… To Race Cars…. To Automotive…. Defense….
Marine…. Aerospace… Medical… Retail…
To Off-Highway,
Energy Efficiency
And more…
MOTORSPORT AUDIENCE OF THE
FUTURE
OPPORTUNITY FOR MOTORSPORT TO BE:
• Personalised
• Entertaining
• Immersive
• Interactive
• Engaging
• Realistic
To continue to reflect motorsport’s pioneering nature - and remain
competitive against other entertainment-focused sectors…
THE STATE-OF-THE-ART OF
MOTORSPORT USING IMMERSIVE
Aprilia Racing is using a augmented reality wearable
device, DAQRI Smart Helmet, in order to visualize
AR content that helps the mechanics during the
preparation and maintenance of racing bikes.
MOTO GP HOLOOAK AR EXPERIENCE
Dassault Systèmes’ Design Studio has created the
HoloOak AR experience for Everspeed Group in the
context of the Le Mans 24 hour race. Users wearing a
Microsoft Hololens AR device become immersed in a
virtual environment in which they can interact with
the actual vehicle and its virtual version.
©MIA 2018
THE STATE-OF-THE-ART OF
MOTORSPORT USING IMMERSIVE
V8 Supercars are using real-time
tracking and Augmented Reality
technology to engage viewers whilst
broadcasting their event live.
The technology enables the viewer to
see the inside of a virtual car and sit
in the driver’s seat.
https://www.youtube.com/watch?v=n
CPNWYORqjc
V8 SUPERCARS & NCAM AR TECHNOLOGY
©MIA 2018
THE STATE-OF-THE-ART OF
MOTORSPORT USING IMMERSIVE
Formula E is the only event in the world
that lets fans play an active role in
influencing the outcome of the race.
FANBOOST gives fans the opportunity to
vote for their favourite driver and award
them an extra boost of power during the
race.
https://youtu.be/m3hfb-J6k2w
FORMULA E FANBOOST
©MIA 2018
THE STATE-OF-THE-ART OF
MOTORSPORT USING IMMERSIVE
Since their integration in 2015, Epson’s Moverio smart glasses have
allowed Mercedes-AMG Petronas Motorsport to offer the only
augmented reality tour in the Formula One paddock, giving people a
unique insight into the world of F1.
MERCEDES AMG PETRONAS MOTORSPORT
AUGMENTED REALITY GARAGE TOUR
https://www.youtube.com/watch?v=6R1sjqU_dXc
Motorsport Industry Association
The Apex on 10th Street
Stoneleigh Park
Warwickshire
CV8 2LG
Tel: +44 (0)2476 692 600
Email: emilie.gessen@the-mia.com
www.the-mia.com
CONNECT WITH OUR COMMUNITY
STATE OF THE ART: PRESENTATION
Tim Part
Senior Consultant, MTM London
@MTMlondon
This document is confidential and intended solely for the use and information of the addressee
State-of-the-art in Sports Entertainment
Engaging the Audience of the Future
06.04.18│ MTM │ ross.taylor@mtmlondon.com │ Tel +44 (0) 20 7395 7510
We are an elite agency – offering a unique combination of
skills, knowledge and experience in media and sport
Audience insight &
fan engagement
Sports rights and
media
Sport growth
strategies
Advertising &
sponsorship
effectiveness
Product
development
Media & tech
futures
75
76
“You know, think about it,
when you watch a show
from Netflix and you get
addicted to it, you stay up
late at night…”
“We’re competing with
sleep, on the margin.”
What are the trends we are seeing in the sports market at
the moment?
art
Fan generated content
Unbundling (e.g. Sky)
Growth of OTT platforms
and D2C offers
Growth of live second-
screen activity
Continued popularity of
Fantasy Sports
VR and interactive formats
Smart stadia
Many tools at our disposal, but what, why and when
should we use each of them?
74k659m 73m
The state-of-the-art toolkit for engaging the modern
sports fan
World-class
research
Media
expertise
Strategic
thinking
Data
STATE OF THE ART: PANEL DISCUSSION
Prof Andrew Chitty@drewchit
David Mahoney @ECB_cricket
Chris Aylett @MIAmotorsport
Tim Part @MTMlondon
LUNCH BREAK (45 minutes)
13.30 Facilitated Networking and Consortium Building
14.50 Wrap-up and Next Steps
15.00 Event End
@UKRI_News #industrialstrategy #AudienceFuture
NETWORKING AND CONSORTIUM BUILDING
Tara Solesbury
Programme Manager
AHRC Creative Economy Programme
Audience of the Future Team
NETWORKING AND CONSORTIUM BUILDING
Five minute ‘speed meetings’ with potential collaborators
Who are you?
Why are you here today?
What are you looking for?
Move on to next meeting
WRAP-UP AND NEXT STEPS
Prof Andrew Chitty
Interim Challenge Director, Audience of the Future
UK Research and Innovation
@drewchit
@UKRI_News #industrialstrategy #AudienceFuture
Email by end of this week with:
Slides from today
Video of all presentations
Opt in delegate detail spreadsheet
Want to opt in then contact: audience.future@ceprogramme.com
Customer Support Service: 0300 321 4357
Support@innovateuk.gov.uk
@UKRI_News #industrialstrategy #AudienceFuture

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Audiences of the Future Consortium Building Event - Sports Entertainment - May 2018

  • 1. Audience of the Future, Consortium Building Event SPORTS ENTERTAINMENT Tuesday 22nd May 2018 Edgbaston Stadium @UKRI_News #industrialstrategy #AudienceFuture
  • 2. AGENDA 11.15 Welcome and Introductions 11.20 Audience of the Future: Scene Setter + Q&A 12.00 State of the Art: Presentations 12.20 State of the Art: Panel Discussion + Q&A 12.50 Lunch Break 13.30 Networking and Consortium Building 14.50 Wrap-up and Next Steps 15.00 Event End
  • 3. Audience of the Future Context and demonstrator rationale Prof Andrew Chitty Interim Challenge Director Audience of the Future UK Research and Innovation #AudienceFuture #IndustrialStrategy 3
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  • 10. “Immersive experiences are new forms of content, new narrative mechanisms and a new language around production which spans the Creative Industries….. “The best technology will not produce the step change needed without equal excellence in content production and understanding of immersion as a narrative form. “The UK must ensure it is the most highly skilled nation producing content that exploits these technologies” Sir Peter Bazalgette Independent Review of the Creative Industries
  • 11.
  • 12. Audience of the Future To capture new global audiences and grow our leading market position in creative content, products and services by adopting, exploiting and developing immersive technologies. Challenge Statement *
  • 13. • Immersive technologies (AR, VR, XR) are the most significant and potentially disruptive technologies to impact the Creative Industries since the web in the mid 90s • They present both opportunities and threats to the UK’s current level of global competitiveness as both IP creator and production centre • Global commercial opportunity for UK Creative Industries is through content/experiences enabled by immersive technology rather than platform or hardware Audience of the Future Rationale
  • 14. That by 2025 UK is a global market leader in the creative immersive sector. 1. UK creates 10% of global creative immersive content 2. The UK Creative Industries sustains its above average growth. 3. The UK has a low barrier of entry for producing high-quality immersive content, 4. The UK has an increased skilled workforce to create immersive content. 5. Increased private investment in immersive technology and experiences Programme Objectives *
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  • 16. • Audience of the Future is central to Creative Industries Sector Deal • High expectations that AoTF will de-risk investment • Identifying/ testing viable audience propositions & business models • Innovation in production tools/reskilling workforce • Industry engagement across the value chain • Specialists in AR/VR/XR companies but also… • Content studios, IP owners, creative technology companies, hardware providers, platforms operators, investment community, distributors Industry Context
  • 17. Audience of the Future – £33m grant funding • Ambitious, pre-commercial content innovations using global IP. • New experiences that advance the state of the art and test with real audiences at scale. • Large collaborations across the supply chain to explore future commercial models. • Talent development and experimental production for the Screen Industries • Delivered with Clusters Programme • Designing for future audiences £2m • Making content production cheaper, faster, more accessible £8m • Investment Acceleration £2m £16m Demonstrator Programme £12m CR&D Programme £5m Industry Centre of Excellence
  • 18. £m 2018/19 2019/20 2020/21 Total ISCF Funding 4.50 14.00 14.50 33.00 Matched Industry Funding 1.70 8.10 9.70 19.50 CICP Funding 0.75 1.25 1.25 3.25 Total (£m) 6.95 23.35 25.45 55.75 Audience of the Future – a £56m programme
  • 19. 19 Demonstrator Programme: rationale • That UK Creative Industries future success in Immersive economy will be based on our strength in innovation in content, experience and business not in technology • That investment in AR/VR/MR/XR at scale is currently held back by lack of clear audience propositions, forms and formats that could underpin commercial models and unlock required investment • The current market is largely pre-commercial, with much current work innovation driven, small scale, promotional or ancillary rather than seeking revenue generating opportunities from new audiences. • Public investment in a series of large scale, pre-commercial, collaborative experience demonstrators could stimulate content innovation, audience testing and business modelling at scale, provide sectoral learning and unlock investment.
  • 20. • Up to £16m; Max Grant £4m • 4 areas identified with industry as maximum opportunity • Performance • Moving Image • Sport Entertainment • Visitor Experience • Looking for projects that can significantly advance creative, technology and commercial state of the art across a whole sector Demonstrator Programme: overview
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  • 35. 35 Demonstrator Programme: Objectives • Innovation: we will support industry led consortia to develop NEW audience experiences that show they can significantly advance the current state of the art • Insight: each large scale demonstrator must reach an audience of >100,000 in order to learn lessons at scale • Capacity building/knowledge sharing: each consortium should have sufficient reach to advance knowledge across their sector and a plan for how to do that*
  • 36. 36 What do we mean? • Significantly advance the current state of the art • Creative proposition • Audience Proposition • Commercial Proposition • Technical implementation • Reach >100,000 users across the lifetime of the project • One or more audience propositions or tests • Gather audience data • Derive commercial insight • Use globally recognised IP • To reach audience • To address rights and IP issues • To inform commercial models
  • 37. 37 Ambition and Scale “Each one of these demonstrators would be the biggest creative VR project in the world at the moment” Jeremy Bailenson, Director Stanford VHI Lab
  • 38. 38 Ambition and Scale • This is a very ambitious programme • but absolutely not just a VR one • We are looking for gamechangers • not just the next thing (a bit bigger) • or the same thing (a lot bigger) • or something that isn’t core to the future of the sector • The scale of funding available is beyond people’s current experience • in thinking, in project scope, production, scale of experience, talent • but we need to spend it wisely
  • 39. 39 Consortia • To meet the ambition we think you will need to engage the whole value chain: • Specialist XR companies but also, academic and industry R&D teams, IP owners, rights holders, content and experience producers, GFX, specialist technology and data providers, Studios, talent, hardware, platform and distribution partners • In a consortium with a vision to impact the sector not just deliver a project for a single company or institution
  • 40. Immersive Experiences: multisensory narrative or interactive audience experiences mediated through technologies including: • virtual, mixed and augmented reality (VR, AR, MR) • haptics • advanced visualisation • other sensory interfaces Definitions
  • 41. Sports Entertainment • Experiences and formats that provide remote access to sporting events across a range of platforms and generate significant revenues from this remote audience in addition to spectators attending the events. • We particularly encourage proposals • That apply immersive technologies to new audience propositions in sports where remote audiences are (or could) be significant drivers of value. • Where events, rights positions and creative opportunities afford significant opportunities to engage the public Scope: Themes
  • 42. • To be eligible to lead a bid for funding you must: • be a UK-registered business, • carry out your project work in the UK • intend to exploit the results in or from the UK • work in collaboration with others • Collaborations must include at least one SME • A business may only lead on one application and partner in a further 2 applications. • If not leading a business can be a collaborator in any number of applications. Eligibility: lead bidders
  • 43. • You can claim up to a max £4 million in grant funding across the consortium • Significant match funding is required • To claim the max £4m grant total project costs must be > £5 million. • Total cost is the combination of the requested grant value and the applicant’s contribution. • We anticipate funding projects with total costs £5m to £10m and above • Demonstrators are classed as industrial research so are funded • up to 70% of your total project costs if you are a small or micro business • up to 60% if you are a medium-sized business • up to 50% if you are a large business Funding: lead bidders and companies
  • 44. • Universities and IROs – 100% (80% FEC) • Other research organisations can claim 100% of their project costs • They must be non-profit distributing and disseminate project results. • Total research organisations max 30% of grant • Public Sector Organisation or Charity - 100% of eligible costs • Must be performing research activity & disseminate project results. • Must ensure that the eligible costs do not include work / costs already funded from other public sector bodies Funding: research organisations
  • 45. • Application Deadline 1st August Noon • Assessment over August • Invitation to Interview 1st September • Interview panel w/b 10th (TBC) • Notification of outcome w/b 24th (TBC) • Projects start from 1st Nov 2018 • and must complete by 31st Dec 2020 Timeline
  • 46. AUDIENCE Q&A Prof Andrew Chitty Interim Challenge Director, Audience of the Future @drewchit
  • 47. STATE OF THE ART: PRESENTATION David Mahoney Chief Strategy Officer England and Wales Cricket Board @ECB_cricket
  • 49. Content 1. The state of cricket 2. Cricket and immersive technologies
  • 50. A truly global sport… 100+ Cricket is played in over 100 countries 800m Cricket has over 800 million worldwide fans 730m There were over 730 million IT20 viewers in 2016 2.5m+ Over 2.5m watched WT20 Final 2016 on Sky Sports Sold Out The Women’s World Cup Final was a sell-out at Lord’s
  • 51. …that dominates the narrative of the British summer 2nd 10m+ Highest ever 700+ hrs Growth The second most played team sport in England The game has 10.4 million followers in the UK There have never been higher attendances than in the last 2 years There were over 700 hours of live cricket broadcast on TV in 2016 The women’s game is set for exponential growth
  • 52. Our Successes New Broadcast Partnership Doubled revenue from 2020 New tournament agreed to launch in 2020 Hosting World Cup in 2019: over 3 billion viewers Women won the World Cup Finalists in World T20 and semi-finalist in CT17 Launched All Stars to 37,000 kids (5-8) Fully independent Board
  • 53. Good Governance & Social Responsibility Strong Finance and Operations Game for everyone Brave Cricket Innovativ e & Contemp orary Growth
  • 54. Content 1. The state of cricket 2. Cricket and immersive technologies
  • 56. THE SIZE OF THE MARKET 56 22.0IMMERSIVE TECHNOLOGY VIRTUAL REALITY (VR) AUGMENTEDREALITY (AR) A digital environmentthat replacesthe user’s physicalsurroundings. Digital contentthatis superimposedovera live streamof the physicalenvironment. 82 million (UnitsGlobally2018) Sizeof smartphonemarket Potential3 billionglobally ImmersiveTechnology-whatis.techtarget.com 2018will beabigyearforaugmentedreality – but2021will bebigger
  • 57. CRICKET IS ALREADY EXPERIMENTING 57 22.0IMMERSIVE TECHNOLOGY
  • 58. IMMERSIVE TECHNOLOGIES & CRICKET 22.05.18 IMMERSIVE TECHNOLOGY 58 OUR APPROACH PERFORMANCE RECREATIONAL CONSUMER Building technology toimproveprofessional cricketers performance onthe field Creating experiences that allowrecreational cricketers togetmorefrom playing cricket whether in the back garden orat theirlocal club Maximising the opportunitiesfor cricket consumersto be exposed toand enjoy cricket whether ata game or at home VR VR/AR AR COMMERCIAL Generating revenue opportunities from immersivetechnologiesin cricket
  • 59. IMMERSIVE TECHNOLOGIES & CRICKET 22.05.18 IMMERSIVE TECHNOLOGY 59 EXAMPLE PERFORMANCE RECREATIONAL CONSUMER VR Elite performancetraining,toprepare internationalplayersbeforemajortours andgames UseVR togivefansinhome experiences. CreatenewARexperiencesatclub or recreationallevel. ARtoenhancefanexperienceleveraging cricket’sdatarichexperience.VRto replicatethein stadiaexperienceathome (bestseatin thehouse) ImagesStrivr,EONSportsVR&MLB.com
  • 60. STATE OF THE ART: PRESENTATION Chris Aylett CEO, Motorsports Industry Association @MIAmotorsport
  • 61. AUDIENCE OF THE FUTURE SPORTS ENTERTAINMENT CONSORTIA Chris Aylett Chief Executive Motorsport Industry Association (MIA)
  • 62. MOTORSPORT INDUSTRY ASSOCIATION The only business network organisation serving the global motorsport and High Performance Engineering industry • Whose 300 international corporate members transact over £5 billion of global motorsport business • Creating strategic alliances with government and industry, building networks and international business partnerships • Driving forward business growth initiatives to strengthen the motorsport industry, its profitability and success • Driver of cross-sector business and horizontal innovation  Energy Efficient Motorsport  Motorsport to Automotive  Motorsport to Defence  Motorsport to Creative
  • 63. THE UK: A WORLD-LEADING MOTORSPORT CENTRE OF EXCELLENCE 8 out of 10 Formula 1 teams are either Headquartered or have major facilities in the UK 30% of sales turnover re-invested into R&D (10x that of road-car manufacturers) Over £10bn Estimated global sales turnover (2016) 4,300 Motorsport businesses 45,000 staff (incl. 25,000 highly skilled engineers & apprentices) 87% of UK motorsport businesses export The UK is “THE global leader in the sport and business of motorsport” Professor Michael Porter - Harvard University
  • 64. MOTORSPORT ENTERTAINMENT TAKES MANY FORMS CONTINUOUS INNOVATION Rapid response delivery Constant prototyping Rigid time constraints Intense competition Changing technical regulations
  • 65. MOTORSPORT AND CROSS-SECTOR INNOVATION Motorsport pioneered horizontal innovation, creating long term connections with other industries From Spitfires… To Race Cars…. To Automotive…. Defense…. Marine…. Aerospace… Medical… Retail… To Off-Highway, Energy Efficiency And more…
  • 66. MOTORSPORT AUDIENCE OF THE FUTURE OPPORTUNITY FOR MOTORSPORT TO BE: • Personalised • Entertaining • Immersive • Interactive • Engaging • Realistic To continue to reflect motorsport’s pioneering nature - and remain competitive against other entertainment-focused sectors…
  • 67. THE STATE-OF-THE-ART OF MOTORSPORT USING IMMERSIVE Aprilia Racing is using a augmented reality wearable device, DAQRI Smart Helmet, in order to visualize AR content that helps the mechanics during the preparation and maintenance of racing bikes. MOTO GP HOLOOAK AR EXPERIENCE Dassault Systèmes’ Design Studio has created the HoloOak AR experience for Everspeed Group in the context of the Le Mans 24 hour race. Users wearing a Microsoft Hololens AR device become immersed in a virtual environment in which they can interact with the actual vehicle and its virtual version.
  • 68. ©MIA 2018 THE STATE-OF-THE-ART OF MOTORSPORT USING IMMERSIVE V8 Supercars are using real-time tracking and Augmented Reality technology to engage viewers whilst broadcasting their event live. The technology enables the viewer to see the inside of a virtual car and sit in the driver’s seat. https://www.youtube.com/watch?v=n CPNWYORqjc V8 SUPERCARS & NCAM AR TECHNOLOGY
  • 69. ©MIA 2018 THE STATE-OF-THE-ART OF MOTORSPORT USING IMMERSIVE Formula E is the only event in the world that lets fans play an active role in influencing the outcome of the race. FANBOOST gives fans the opportunity to vote for their favourite driver and award them an extra boost of power during the race. https://youtu.be/m3hfb-J6k2w FORMULA E FANBOOST
  • 70. ©MIA 2018 THE STATE-OF-THE-ART OF MOTORSPORT USING IMMERSIVE Since their integration in 2015, Epson’s Moverio smart glasses have allowed Mercedes-AMG Petronas Motorsport to offer the only augmented reality tour in the Formula One paddock, giving people a unique insight into the world of F1. MERCEDES AMG PETRONAS MOTORSPORT AUGMENTED REALITY GARAGE TOUR https://www.youtube.com/watch?v=6R1sjqU_dXc
  • 71. Motorsport Industry Association The Apex on 10th Street Stoneleigh Park Warwickshire CV8 2LG Tel: +44 (0)2476 692 600 Email: emilie.gessen@the-mia.com www.the-mia.com CONNECT WITH OUR COMMUNITY
  • 72. STATE OF THE ART: PRESENTATION Tim Part Senior Consultant, MTM London @MTMlondon
  • 73. This document is confidential and intended solely for the use and information of the addressee State-of-the-art in Sports Entertainment Engaging the Audience of the Future 06.04.18│ MTM │ ross.taylor@mtmlondon.com │ Tel +44 (0) 20 7395 7510
  • 74. We are an elite agency – offering a unique combination of skills, knowledge and experience in media and sport Audience insight & fan engagement Sports rights and media Sport growth strategies Advertising & sponsorship effectiveness Product development Media & tech futures
  • 75. 75
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  • 78. “You know, think about it, when you watch a show from Netflix and you get addicted to it, you stay up late at night…” “We’re competing with sleep, on the margin.”
  • 79. What are the trends we are seeing in the sports market at the moment? art Fan generated content Unbundling (e.g. Sky) Growth of OTT platforms and D2C offers Growth of live second- screen activity Continued popularity of Fantasy Sports VR and interactive formats Smart stadia
  • 80. Many tools at our disposal, but what, why and when should we use each of them? 74k659m 73m
  • 81. The state-of-the-art toolkit for engaging the modern sports fan World-class research Media expertise Strategic thinking Data
  • 82. STATE OF THE ART: PANEL DISCUSSION Prof Andrew Chitty@drewchit David Mahoney @ECB_cricket Chris Aylett @MIAmotorsport Tim Part @MTMlondon
  • 83. LUNCH BREAK (45 minutes) 13.30 Facilitated Networking and Consortium Building 14.50 Wrap-up and Next Steps 15.00 Event End @UKRI_News #industrialstrategy #AudienceFuture
  • 84. NETWORKING AND CONSORTIUM BUILDING Tara Solesbury Programme Manager AHRC Creative Economy Programme Audience of the Future Team
  • 85. NETWORKING AND CONSORTIUM BUILDING Five minute ‘speed meetings’ with potential collaborators Who are you? Why are you here today? What are you looking for? Move on to next meeting
  • 86. WRAP-UP AND NEXT STEPS Prof Andrew Chitty Interim Challenge Director, Audience of the Future UK Research and Innovation @drewchit @UKRI_News #industrialstrategy #AudienceFuture
  • 87. Email by end of this week with: Slides from today Video of all presentations Opt in delegate detail spreadsheet Want to opt in then contact: audience.future@ceprogramme.com Customer Support Service: 0300 321 4357 Support@innovateuk.gov.uk @UKRI_News #industrialstrategy #AudienceFuture

Notas del editor

  1. What do we mean by immersive experiences? Everything from the use of immersive technologies in the production of content to the augmentation of physical spaces, to new formats delivered by immersive platforms that provide new audience propositions and reveniw streams and we mus
  2. * We have a plan for this too – through support for the programme via the Digital Catapult which we’ll cover I the scope
  3. * We have a plan for this too – through support for the programme via the Digital Catapult which we’ll cover I the scope
  4. Do not pass go, do not collect £4m. This is basically the opposite requirements of the scope section, but worth repeating.
  5. Please notice the difference between grant and total costs, please don’t confuse the two.
  6. Please notice the difference between grant and total costs, please don’t confuse the two.
  7. Let’s start by thinking about the successes we have had over the last two years New management team Strong board Engaged stakeholders Great progress and the chance to transform this game in this country
  8. Let’s start by thinking about the successes we have had over the last two years New management team Strong board Engaged stakeholders Great progress and the chance to transform this game in this country
  9. Let’s start by thinking about the successes we have had over the last two years New management team Strong board Engaged stakeholders Great progress and the chance to transform this game in this country
  10. Let’s start by thinking about the successes we have had over the last two years New management team Strong board Engaged stakeholders Great progress and the chance to transform this game in this country
  11. Let’s start by thinking about the successes we have had over the last two years New management team Strong board Engaged stakeholders Great progress and the chance to transform this game in this country
  12. Aprilia Racing partnered with Realmore, a business unit of Equent Media Group, to develop a software application to be used in an augmented reality wearable device called DAQRI Smart Helmet. The device will be used to visualize AR (augmented reality) content to help mechanics during the preparation and maintenance of racing bikes. With the new technology, Aprilia mechanics can visualize content related to motorcycle parameters and infographics that also respond to user input in real time. For example, the technicians can interact with models of pinout connectors and see the wiring capabilities by looking at each connector individually. This speeds up cable connection activity and limits the risk of error. Through a 3D hologram of the entire racing bike, the mechanics will then be able to see in real time the telemetric data of the temperature of water, oil, and tires at the point where they will be most useful. They will also be able to make a checklist of the wear on some parts of the bike and evaluate when to do the replacement. Moreover, the chief engineer can communicate remotely with the mechanics by displaying an overlay on the helmet screen to guide them with strategic information such as the type of tires to be used, amount of fuel to put in the tank or the lap number of the exit. Another great functionality is the DAQRI’s integrated thermal camera which allows you to scan the motorcycle and visualize the temperature of the oil and the cooling fluid or check for any anomalies. The technology will be put into practice during the San Marino MotoGP at the Misano World Circuit in Italy on September 8 -10, 2017. 
  13. How does FANBOOST work? The three drivers with the most FANBOOST votes are awarded a significant burst of power, which they can deploy in a 5 second window during the second half of the race. You can vote to FANBOOST your favourite driver in the 6 days prior to, and leading up to 6 minutes into, each race   How do you vote on FANBOOST?   There are three ways to vote on FANBOOST:   1. Online at FIAFormulaE.com/FANBOOST 2. On Twitter using hashtags #FANBOOST + #DriverName 3. Via the official Formula E app
  14. Combination of skillsets: consumer insight specialists, industry analysts, strategy and management consultants – working in a fully-integrated agency Unlike generalist agencies, we have a dedicated focus on the sport sector – in-depth knowledge, passionate experts, global network of relationships Bespoke methodologies, designed to match the specific requirements of each individual client: no reliance on ‘off-the-shelf’ analysis A unique ability to help the sports industry understand their audience, develop their market and solve challenging business problems
  15. 25 years ago, Rupert Murdoch used football as “a battering ram” to sell pay TV subscriptions It’s safe to say that it worked out pretty well But the battering ram is no longer an effective tool, a state of the art weapon in the armoury for the sports industry, certainly not in terms of reaching an audience, be it mass or otherwise There’s one overarching reason for this…
  16. …globalisation This is thanks to technological advances that you will be very familiar with: OTT platforms changing the way the sports audience consumes content Social media creating a culture of sharing, collaboration and recommendation amongst fans Fans demanding deeper, personalised, more engaging experiences The upshot of this is that not only are NGBs, leagues, clubs, and their commercial partners increasingly have to address an audience with many different wants and needs
  17. Like this picture – the same ideal man, but with local variants. How does a football club for example, market to a fan in china vs the UK, given that Chinese fans tend not to support a single team but follow three or four? Even at a local UK level – the modern sports fan is a global citizen with access to content from all over the world. As a result there are more and more demands on their attention. That could be from new sports, for example the extremely fast-growing MMA and e-sports offerings. But more than that, sport is playing in a much bigger marketplace. It’s no longer just a case of football vs cricket vs rugby and so on, sport, as an entertainment medium is pitting itself against the likes of Facebook, Amazon and Netflix..
  18. Here’s a quote that sums it up for me It’s from Reed hastings, Chairman of Netflix No-one should be under any illusuion about the magnitude of the task in connecting with audiences
  19. So yes there are many state-of-the-art new technologies out there, but in my world, the strategy world in trying to deliver business growth, it’s not about these technologies per se, but when faced with something like this…
  20. …state of the art is deciding what the fan journey is and which piece of amazing technology is appropriate at each stage. How do we do this?
  21. My state-of-the-art is a little less sexy than immersive technologies, but it is vital, and it’s about simplicity and finding the silver bullet for the target audience Research: Qual and quant across a global panel Media expertise to value rights and content Strategic thinking to understand emerging trends and their potential impact Data – to validate decisions and ensure a virtuous circle of innovation
  22. Bags to the side / water? Just notebooks and business cards …if you are qill colleagues - spread out ! This session has been designed to allow you to meet as many people as possible in a very short time. You have 5 minutes per meeting in total, for each person to talk about there area of interest & expertise in the immersive space and why they are here today… if you are looking for partners for an existing project idea or interested in finding a project to partner on. Keep it short and concise, - you’ll hear the train whistle to indicate it’s time to swap over from doing the talking / listening and 3 to let you know its time to move ‘Stage left’ to your next meeting Share your contact details so you can expand on the conversations after the event – or even in the Swan Bar later today. Finally, as Andrew has covered this AM, successful demonstrators consortiums will contain a mix - businesses, cultural institutions, research base, IROs or third sector – which is what we have in this room…BUT not everyone you meet in the next hour will be a ‘perfect match’ but hopefully even if they are not a potential partner they will offer you insight into how other people are thinking about the opportunities presented by the demonstrator programme.
  23. Email by end of week with: Slides from today Video of presentations Opt in delegate details