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20 Year Outlook

Philip McKinney
podcast@killerinnovations.com
Rewind: 1987




6/21/2007      2
Freeze-frame: Today




6/21/2007             3
Fast-Forward: Tomorrow 2027




6/21/2007                     4
What is going to change?

          Social Dynamics
•

          Personal Entertainment
•

          Intelligent Networks
•

          Gadgets
•

          Ubiquitous Content
•




    6/21/2007                      5
Social Dynamics
            media experiences converge
[2010]
            Mediascape-like experiences enable the enhancement
                                                                     the physical and
            of virtual entertainment overlays to physical world
            scenarios for gaming and interactive tourism

                                                                     virtual worlds will
            virtual collaboration
[2015]
                                                                     blur
            Globalization will drive the need for virtual
            collaboration (leverage the best expertise wherever it
            is)

            Second Life communities
[2020]
            Virtual environments will be highly usable,
            personalized, and preferred for interaction and
            community building for lifestyle and business value.


            virtual communities gain legal status
[2025]
            Virtual communities will gain recognition as distinct
            entities separate from the physical world with its
            unique needs for rights, privacy and law.




6/21/2007                                                                                  6
Personal Entertainment
            smart TV’s
[2007]
            Digital TV’s are “always connected” and offer a

                                                                         media and
            multitude of movie, music, gaming, and interactive
            entertainment through new content providers.

                                                                         entertainment
            smart house
[2015]
                                                                         with no
            Intelligent devices in the home will seamlessly interact
            with each other and share personalities
                                                                         boundaries
            content anywhere and any device
[2020]
            Content will be dynamic and accessible via any device
            or multitude of devices wherever the users have a
            desire.


            entertainment at-will
[2025]
            Personal entertainment will be driven by desire with
            little or no consideration for time, location, context, or
            technology…it just happens when we want it.




6/21/2007                                                                                7
Intelligent Networks
[2010]      always connected
            Seamless sessions through smart hand-off between
            overlapping network boundaries

                                                                       seamless always
            federated networks
                                                                       connected
[2015]
            The Internet will be a concatenation of federated

                                                                       connectivity
            networks with seamless access and content across all
            network boundaries.

            mesh networks everywhere
[2020]
            Anypoint-to-anypoint networks will be commonplace
            providing peer-to-peer access to all content in cities,
            communities, homes, and BANs (Body Area
            Networks).
            the pervasive network
[2025]
            All static, nomadic, and mobile entities will be
            connected and able to interact in real-time. Interaction
            will be people-people, machine-machine, people-
            machine.




6/21/2007                                                                                8
Gadgets
            mobile broadband
[2010]
            Handheld and portable devices possess ubiquitous
            connectivity to cellular and broadband networks.


                                                                          always personal
            the new personal computing
[2015]
                                                                          in all ways
            People’s new work+play lifestyles will incorporate
            personal computing devices for all aspects: health,
            finance, entertainment, business, communicating,
            recreation.
            strong-specific
[2020]
            While there may be a few multi-function (i.e., weak-
            general) devices, most will be purpose built strong-
            specific that will perform 1-2 functions in people’s lives.

            cognitive devices
[2025]
            People will have numerous network-aware, behavior-
            aware devices in their lives with interface and
            interaction via natural speech and motor methods
            without keyboards or mice.




6/21/2007                                                                                   9
Ubiquitous Content
            programmed and online content
[2010]
            Scheduled cable and broadcast programming is
            increasingly offered online and over mobile networks.

                                                                        liquid media
            open networks
[2015]
            Walled gardens and closed/controlled networks have
            migrated to open, QoS-aware, service-rich networks.

                                                                                       Games
            personalized advertising
[2020]
            Advertising is desired due to personalized, contextual,
                                                                            Movies
            and rich integration with main media and content.

                                                                                       Music
            on-demand content
[2025]
            Over-the-air broadcast content has been displaced
                                                                              TV
            largely for unicast, multi-cast, and peer-to-peer content
            with on-demand access. Scheduled programming has
            given way to location and persona context awareness.
                                                                                       Photos




6/21/2007                                                                                       10
Concerns and Issues
          Pervasiveness of connectivity elevate privacy
•
          concerns
          Communications and information overload will
•
          be the norm
          Always-connected and always-on capabilities
•
          will be advantageous
          . . . but so will control




    6/21/2007                                             11
Contact for Phil McKinney:


            Email:     podcast@killerinnovations.com
            Blog:      www.philmckinney.com
            Podcast:   www.killerinnovations.com




6/21/2007                                              12
Phil McKinney - A 20-year Outlook

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Phil McKinney - A 20-year Outlook

  • 1. 20 Year Outlook Philip McKinney podcast@killerinnovations.com
  • 5. What is going to change? Social Dynamics • Personal Entertainment • Intelligent Networks • Gadgets • Ubiquitous Content • 6/21/2007 5
  • 6. Social Dynamics media experiences converge [2010] Mediascape-like experiences enable the enhancement the physical and of virtual entertainment overlays to physical world scenarios for gaming and interactive tourism virtual worlds will virtual collaboration [2015] blur Globalization will drive the need for virtual collaboration (leverage the best expertise wherever it is) Second Life communities [2020] Virtual environments will be highly usable, personalized, and preferred for interaction and community building for lifestyle and business value. virtual communities gain legal status [2025] Virtual communities will gain recognition as distinct entities separate from the physical world with its unique needs for rights, privacy and law. 6/21/2007 6
  • 7. Personal Entertainment smart TV’s [2007] Digital TV’s are “always connected” and offer a media and multitude of movie, music, gaming, and interactive entertainment through new content providers. entertainment smart house [2015] with no Intelligent devices in the home will seamlessly interact with each other and share personalities boundaries content anywhere and any device [2020] Content will be dynamic and accessible via any device or multitude of devices wherever the users have a desire. entertainment at-will [2025] Personal entertainment will be driven by desire with little or no consideration for time, location, context, or technology…it just happens when we want it. 6/21/2007 7
  • 8. Intelligent Networks [2010] always connected Seamless sessions through smart hand-off between overlapping network boundaries seamless always federated networks connected [2015] The Internet will be a concatenation of federated connectivity networks with seamless access and content across all network boundaries. mesh networks everywhere [2020] Anypoint-to-anypoint networks will be commonplace providing peer-to-peer access to all content in cities, communities, homes, and BANs (Body Area Networks). the pervasive network [2025] All static, nomadic, and mobile entities will be connected and able to interact in real-time. Interaction will be people-people, machine-machine, people- machine. 6/21/2007 8
  • 9. Gadgets mobile broadband [2010] Handheld and portable devices possess ubiquitous connectivity to cellular and broadband networks. always personal the new personal computing [2015] in all ways People’s new work+play lifestyles will incorporate personal computing devices for all aspects: health, finance, entertainment, business, communicating, recreation. strong-specific [2020] While there may be a few multi-function (i.e., weak- general) devices, most will be purpose built strong- specific that will perform 1-2 functions in people’s lives. cognitive devices [2025] People will have numerous network-aware, behavior- aware devices in their lives with interface and interaction via natural speech and motor methods without keyboards or mice. 6/21/2007 9
  • 10. Ubiquitous Content programmed and online content [2010] Scheduled cable and broadcast programming is increasingly offered online and over mobile networks. liquid media open networks [2015] Walled gardens and closed/controlled networks have migrated to open, QoS-aware, service-rich networks. Games personalized advertising [2020] Advertising is desired due to personalized, contextual, Movies and rich integration with main media and content. Music on-demand content [2025] Over-the-air broadcast content has been displaced TV largely for unicast, multi-cast, and peer-to-peer content with on-demand access. Scheduled programming has given way to location and persona context awareness. Photos 6/21/2007 10
  • 11. Concerns and Issues Pervasiveness of connectivity elevate privacy • concerns Communications and information overload will • be the norm Always-connected and always-on capabilities • will be advantageous . . . but so will control 6/21/2007 11
  • 12. Contact for Phil McKinney: Email: podcast@killerinnovations.com Blog: www.philmckinney.com Podcast: www.killerinnovations.com 6/21/2007 12