Ubiquitous Media Design Workshop, IXDC 2014


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All visions of the future contain images of pervasive screens throughout the lives of users: Days Made of Glass, Minority Report, Blade Runner, even Apple’s Knowledge Navigator of 1987. Research centers are creating technologies for autoscopic 3D, flexible displays, augmented reality, responsive media, immersive googles and domes, inexpensive pervasive displays, and all running at 8K resolution or higher.
How do we separate the hype from the reality of these visions? Which of these innovations will users reject, like 3D TV, which will take off, and how can we decide which innovations to design for? Technology advocates often compare media technology innovations to the change from black-and-white to color TV, but when is that characterization fair and when is it overstatement? In this presentation, I’ll present a case study in the field of responsive media, called Responsive Mirror, and apply lessons learned from that to anticipate the fates of today’s hot topics in visions of tomorrow’s ubiquitous media.

Target Audience:
Innovators of new products and services, particularly using new media technologies such as 3D, Augmented Reality, Responsive Media, and more.

Benefit for Participants:
1. A taxonomy of media technology visions: terminology and categories.
2. Lessons learned from deployment of media-based technologies.
3. A framework for identifying likely adoption of novel media experiences.

Published in: Technology
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Ubiquitous Media Design Workshop, IXDC 2014

  1. 1. Page 1 Ubiquitous Media Workshop Envisioning Novel Media-based User Experiences Bo Begole, Ph.D., bo@begole.net Head of Media Technologies Laboratory
  2. 2. Page 2 Businesses strategies for technologies that bridge physical and digital worlds • Capabilities, Techniques, Limitations • How to exploit the trends • Key value propositions • Case Studies in • Contextual Intelligence • Hyper-Personal information filtering • Predictive personal marketing • Supply chain disruption • Unanticipated device interoperation • Consumer decision support FT Press, ISBN-13: 978-0-13-706443-4
  3. 3. Page 3 Discussion: Avoiding Unwanted Experiences • How can we find the line between “must have” and “nice to have”? • What techniques are most likely to generate highly wanted experiences? • Where in the process did the case study break? • How could the lack of success been predicted or avoided?
  4. 4. Page 4 • Increasing portion of IP: • TV over IP • Video sharing • New forms of video content • Increase of video to mobile devices • … and multiple devices simultaneously • Displays and devices are proliferating • More powerful and pervasive cameras, mics create bandwidth and other scalability issues • What is the future of Ubiquitous Media? • What innovative services can engage next generation customers? Media MegaTrends
  5. 5. Page 5 • Annual global IP traffic will surpass zettabyte mark in 2016 • Global IP traffic has increased more than 5X in the past 5 years • Will increase 3X over the next 5 years • Mobile video will grow at a CAGR of 69% globally between 2013 and 2018 • Global Internet video doubled in 2013 • Internet video to TV traffic will be 14% of consumer Internet video traffic by 2018 • Over 2/3 of global mobile traffic will be video by 2018 Global IP video traffic will be 79% of all consumer Internet traffic in 2018, an increase from 66% from 2013 Video is a growing portion of internet traffic
  6. 6. Page 6 Video Sharing is Increasing YouTube Statistics • Viewership • >1 billion (1x10^9) unique users each month • >6 billion hours of video are watched each month • >100 hours of video uploaded every minute • 80% of YouTube traffic comes from outside the US • According to Nielsen, YouTube reaches more US adults ages 18-34 than any cable network • YouTube new users (subscribers) increased 3X since last year. • Mobile and Devices • Mobile video makes up almost 40% of YouTube's global watch time , (25% in 2013, and 6% in 2012). • YouTube is available on hundreds of millions of devices
  7. 7. Page 7 • Micro-Video usage will continue to flourish and increase traffic • Instagram, Vine, Tumblr, etc. for social video interchange The popularity of micro-video ads, coupled with the ease with which the content can transcend the mobile, tablet, PC and even TV gap, could eventually result in micro-video becoming the most portable video format across screens (Millard Brown Digital Predictions 2014) New forms of consumer video
  8. 8. Page 8 All kinds of surfaces are becoming displays Flexibles Gases Mist Body parts Walls FoldedCurved
  9. 9. Page 9 • Smartphone still rules but wearables provide seamless access to instant messages, music, photos, videos and search • Wearable screens (smart watch) require more efficient transfers • Wearables (watches, Google Glass, etc) create new value to screens and data New video-enabled devices are catching on
  10. 10. Page 10 • Research cams exceed 100MP at 60 fps • NHK 8K camera will broadcast in 2016 • Forza up to 200 Mpix @ 60 FPS • Hitachi 8K Endoscope Camera • Reveals fine structure of internal organs • Allows making finer sutures (faster healing) • Considered for telemedicine and remote education • 4K Consumer video cameras w/4K @30fps • Several high-end smartphones • Prosumer cameras • Action cameras • Others: multi-cam arrays, light field, … Advanced Hi-Res Cameras Panasonic HX-A500 $400Panasonic Lumix FZ1000 $850 Forza 100+ MP Hitachi 8K endoscope High-end smartphones
  11. 11. HUAWEI TECHNOLOGIES CO., LTD. Page 11 Augmented Media  Automated Content Recognition to find related information  TV shows: actors, characters, synopses, back stories, …  Movies: soundtracks, products  Sports: realtime stats, histories  News: other sources, related stories  Social network activity  Information on demand commercials  Personal notifications SeeSpace InAir ExpectLabs MindMeld
  12. 12. HUAWEI TECHNOLOGIES CO., LTD.  Responsive Entertainment includes:  Content Personalization  Responsive Advertising  Augmented Entertainment  Relevant supplemental content:  Programming info (actors, athletes…)  Sports scores, instant replays  Shopping/Ads  Simultaneous use of multiple devices is growing  84% of tablet/smartphone owners use them as second screen while watching TV  74% of users more likely to watch a show after using the mobile companion apps  Over 30% of all viewing hours will be delivered via web by end of 2017 7/27/2014 Augmented Media
  13. 13. HUAWEI TECHNOLOGIES CO., LTD. Page 13 Augmented Media on Pervasive Displays Ambient displays (Microsoft SurroundWeb) N-screen (MetaMirror) Multi-function displays (Cybertecture Mirror)
  14. 14. HUAWEI TECHNOLOGIES CO., LTD. Media that responds to audience Sensors detect predictors of engagement and disengagement. Tailor content to respond dynamically to maximize engagement. [Yu, Aoki, Woodruff, PARC ‘04] vocal tone [Vogel & Balakrishnan ‘04] proximity, orientation of head & body [Daugman ‘94] pupil dilation [Cohen et al. ‘03] emotion skin temperature [Haro, Flickner, Essa 2000] eye gaze Plus: •Age, gender, ethnicity •Clothing style, •Pulse, skin temp, •Laughter, blink rate, •Activity
  15. 15. HUAWEI TECHNOLOGIES CO., LTD. UHD is happening faster than anticipated  4K UHD coming now and 8K UHD soon  CAGR of 69% through 2017  >50% of US homes in 10 years  New display tech drives higher rez and frame rates: Wall-size displays, retina- display personal devices, wearable immersive goggles  Consumers demanding better audio: fidelity, dynamic range, spatiality
  16. 16. HUAWEI TECHNOLOGIES CO., LTD. Page 16 Resolution Perception
  18. 18. Page 18 What killed 3D TV? Glasses? Eye strain? Little 3D content? When do people and animals use depth perception? Navigation? Yes Predation? Yes Telling stories? Not so much But past predictions of new media experiences did not take off
  19. 19. Page 19 Workshop: Envisioning New Media Experiences • Media Trends • Discussion: Display Tech › Where is technology falling short? • Discussion: Experiences › What new experiences will emerge next? • Discussion: Avoiding unwanted experiences › How can we reduce likelihood of designing things that won’t be used?
  20. 20. Page 20 Discussion: Technologies • Is any part of visual perception unsolved? • What is missing in today’s 3D? • What applications will wearable media devices solve? › Communications, Media Consumption, Medical, Augmented Reality, …? • Which is the bigger problem: Latency or Resolution? • Missing tech? Sensors? • Flexible displays?
  21. 21. Page 21 Discussion: Experiences • How much more social is desired? • How do we design to enable “Impression Management”? • Design paradigm/framework for Media Experiences? • Is gesture recognition still great? • A Mirror is fundamentally a media device. What else? Globes, Windows? Others? How would you design a 100% digital version?
  22. 22. Page 22 Observation find the unobvious User centered design fit people’s behaviors Pre-technology evaluations assess potential value Rapid system prototyping evaluate value How can we determine valuable applications of pervasive displays and cameras? Design Build Observe & Conceive EvaluateEvaluate Evaluate
  23. 23. Page 23