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Immersive Technologies for Regional Development

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This presentation was delivered at the INSPIRE 2011 conference in Edinburgh with a focus on Geo-Informatics and regional development.

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Immersive Technologies for Regional Development

  1. 1. Immersive Technologies, Smart Growth and Innovation The Prosumer Challenge<br />INSPIRE 2011 Panel Discussion<br />Edinburgh<br />David Wortley FRSA<br />
  2. 2. Structure<br />Good News and Bad News<br />The Prosumer Revolution<br />Immersive Technologies, Smart Growth and Regional Innovation<br />Thoughts to Ponder<br />
  3. 3. Good News !!<br />Smart growth and innovation are virtually guaranteed in the global information society<br />Location and the concept of “place” (physical or virtual) is becoming increasingly important<br />Intelligent locations and locational intelligence will present massive opportunities for further innovation and growth<br />
  4. 4. Bad News !!<br />Sustainability is a really BIG challenge<br />It is unlikely that GIS and SDI knowledge professionals will be at the forefront of the most significant location based innovations<br />All knowledge professionals in a specific domain like GIS and SDI are an endangered species under threat from the alien Prosumer generation<br />
  5. 5. Watch out for the Prosumer<br />He is coming to get you !!<br />
  6. 6. The Prosumer Revolution<br />
  7. 7. Disruptive Communications Technologies<br />
  8. 8. Disruptive Communications Technologies<br />The internet is different in its scope and impact on businessand society to any previous disruptive technology<br />
  9. 9. The Prosumer<br />The prosumer effect is unique in our history<br />
  10. 10. The Attention Economy<br />Capturing and retaining attention and loyalty are critical in today’s digital media society<br />
  11. 11. Immersive Technologies, Smart Growth and Innovation<br />
  12. 12. Immersive Technologies<br />Games<br />Virtual Worlds<br />Social Networks<br />Immersive Technologies are commercially very significant because they engage our discretionary time, attention and money – they educate, inform and influence society<br />
  13. 13. Some Statistics<br />Games industry is bigger than movie and music industry<br />180 million active gamers in the USA playing on average 13 hours per week<br />China 200m, India 105m, Europe 100m, Russia 10m<br />One million people played Red Redemption’s Climate Change Game<br />100k people played Floodsim in first 6 weeks<br />World Crisis games are very popular e.g. World without Oil, Evoke, Lost Joules, Innocentive (crowd sourcing)<br />
  14. 14. Immersive Applications driven by Human Needs and Emotions<br />Enhancing our lives, our world andour relationships – giving us access to a global network – building personalised relationship with our technologies<br />
  15. 15. Immersive Applications<br /><ul><li>Encourage imagination
  16. 16. Support exploration
  17. 17. Risk-free environment
  18. 18. Help our understanding
  19. 19. Engage our interest
  20. 20. Make inaccessible accessible
  21. 21. Build relationships
  22. 22. Bridge to Physical World</li></ul>Exploration<br />& Discovery<br />
  23. 23. Supporting Exploration<br />Applications which help us to explore and discover<br />
  24. 24. Risk Free Environment<br />Simulations reduce both cost and risk<br />
  25. 25. Help our Understanding<br />Immersive visualisations help us understand and manage our environment<br />
  26. 26. Engage our Interest<br />Make Boring Issues more relevant and interesting<br />
  27. 27. Building Bridges<br />“My SGI”<br />Linking the physical and virtual environments<br />
  28. 28. Ticking all the Boxes<br />Immersive Technologies have not only created huge market potential but have driven innovations across all sectors<br />
  29. 29. Driving Technological Innovation<br />3D rendering, image processing, broadband speed, collaboration tools, networking, artificial intelligence, pattern recognition are all driven by Immersive Technology features<br />
  30. 30. Innovation in Collaboration<br />Visualise data in richer and easy to understand ways<br />
  31. 31. Innovation in the Community<br />Empowering citizens and employees<br />
  32. 32. Thoughts to Ponder<br />
  33. 33. The Secrets of Harnessing a New Communications Technology<br />Attractiveness<br />Accessibility<br />Affordability<br />Does it interest/excite me ?<br />Is it easy to access ?<br />Can I afford the time, attention and money ?<br />
  34. 34. The Anthropocene Era<br />“The age when human impacts begin to overwhelm those of all other species.”<br />“Humanity is now stuck with a planet stewardship role.” <br />“We are as gods and have to get good at it.” <br />Stuart Brand<br />
  35. 35. Reality is Broken<br />Gamers have been mastering the art of planet craft for years through “God” games.<br />Designers of online games – and those who play them –have a head start on this mission.<br />Gaming is “a twenty-first-century way of thinking and leading and of working together to accomplish real change”<br />The great challenge for us today, and for the remainder of the century, is to integrate games more closely into our everyday lives, and to embrace them as a platform for collaborating on our most important planetary efforts.<br />Jane McGonigal<br />
  36. 36. ‘Twould be a gift for God to gi’ us to see ourselves as others see us.<br />
  37. 37. Immersive Technologies, Smart Growth and Innovation The Prosumer Challenge<br />INSPIRE 2011 Panel Discussion<br />Edinburgh<br />David Wortley FRSA<br />

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