The opinions expressed in this editorial are those of the author and do not necessarily reflect those of Decima Reports.Much has been made of ensuring that every Canadian community is connected to high-speed broadband by 2004. Now that the The National Broadband Task Force has presented its report, the government now faces an uphill battle in ensuring that the costly infrastructure is put in place. An equally daunting task will be to ensure that there’s enough Canadian content to put into the pipes once they are built. Progress on the development of interactive content has been slow. John Tory, head of Rogers Cable Inc, blames the foot-dragging on "timid" Canadian companies that are reluctant to invest in developing interactive content. Delvinia Inc VP of innovation Sam Punnett places some of the blame on the traditional mindset of television broadcasters, who have "established ways of doing things and are used to being protected by the regulator." Part of the reluctance to move ahead is also tied to squabbling over who would actually own the rights to the interactive material. A multitude of technological standards is also stymieing development of all kinds of content. Compounding matters is that there are currently no established business models for interactivity. Some suggestions worth considering to push the agenda forward are contained in the report, Filling the Pipe: Stimulating Canada’s Broadband Content Industry Through R&D. Prepared by Delvinia Inc for CANARIE Inc, Canadian Heritage and Industry Canada, the report notes that advanced broadband content development must be thought of as part of a larger economic agenda that can only be supported through a change in perspective on R&D. Punnett sees the report, which emerged from five roundtables held in February and March, as separate but complementary to the National Broadband Task Force report. It calls for more R&D in terms of innovation of new technology and advanced content products, the development and leveraging of existing technology and advanced content products, and of baseline research into interactivity in general. More worthwhile research could well prove to be the catalyst that gets broadcasters, producers and cablecos to begin to more seriously invest in the development of interactive content.