The context of the creation of self-learning contents knows a revolution by the use of digital tools. The process to realize
video was based previously on the use of analog tools. It moves nowadays towards digital ones: studios are equipped to work
with digital data and digital materials under the pressure of international standards and components. On the same time, capture
and storage pictures by videotapes evolve towards hybrid supports (Digital/Video), which will become entirely digital soon
(computers hard-discs and networks). The current creation process which uses a kind of simulated interactivity, waits new
materials and synopsis that will allow a true and complete interactivity. This interactivity needs to be used through a full
digital multimedia way. The current evolution of the market digital systems seems to empower the role of the creator and the
designer. They might start their creation with previous and genuine videos, by exploiting the ones which suit the best what
they need, picking them up on video databases. But the problem is to be able to locate the video wanted. Many systems of automatic
recognition (voice, pictures, videos...) are already functional to help them in this heavy task. But the question of using
them in a relevant context, as the educational one per example, is still not resolved