SXSW Interactive is an annual conference in Austin, Texas that focuses on technology, digital media, and related topics. The 2013 event saw over 30,000 attendees, up from 25,000 in 2012. Key themes included the emerging collaborative economy, smarter connected devices, grassroots innovation through 3D printing and crowdsourcing, the intersection of physical and digital experiences, wearable technology, online retail reshaping the in-store experience, and brands promoting their products. Notable demonstrations included gesture interfaces, NFC payments replacing QR codes, connected devices as part of the Internet of Things, Google Glass, life logging cameras, and branded activations from companies like AT&T, Samsung, Beats by Dre, Oreo and Gr
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Kitely Market - The Metaverse Marketplace - One Year LaterIlan Tochner
Virtual Reality is coming and it’s kickstarting the Metaverse. By the nature of the Metaverse, multiple virtual world platforms will compete for market share. This means that the Metaverse will be based on many technologies, which will make it difficult for content creators to reach and support all of their potential customers. Mass-market end users will need content delivered directly to their avatars on whatever virtual environment they are using, instead of being sold downloadable files that they have to install themselves, as other 3D content marketplaces do.
This is where Kitely Market comes in. Kitely Market is a virtual goods marketplace that is designed to enable content creators to serve avatars from all across the Metaverse from a single online store. Its mission is to create a critical mass of content, merchants and buyers to help the Metaverse evolve from a collection of separate systems to a unified market that can attract more merchants, buyers, money, activity, and interest for everyone.
The presentation introduces Kitely Market, discusses its many benefits for merchants, consumers and businesses across the Metaverse, and concludes with some insights gained from Kitely Market's first year in business.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Kitely Market - The Metaverse Marketplace - One Year LaterIlan Tochner
Virtual Reality is coming and it’s kickstarting the Metaverse. By the nature of the Metaverse, multiple virtual world platforms will compete for market share. This means that the Metaverse will be based on many technologies, which will make it difficult for content creators to reach and support all of their potential customers. Mass-market end users will need content delivered directly to their avatars on whatever virtual environment they are using, instead of being sold downloadable files that they have to install themselves, as other 3D content marketplaces do.
This is where Kitely Market comes in. Kitely Market is a virtual goods marketplace that is designed to enable content creators to serve avatars from all across the Metaverse from a single online store. Its mission is to create a critical mass of content, merchants and buyers to help the Metaverse evolve from a collection of separate systems to a unified market that can attract more merchants, buyers, money, activity, and interest for everyone.
The presentation introduces Kitely Market, discusses its many benefits for merchants, consumers and businesses across the Metaverse, and concludes with some insights gained from Kitely Market's first year in business.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
Virtual Environments and Web 3D – New Worlds with Old Problems?Tracy Kennedy
In 2003, Linden Research Inc launched the virtual world Second Life with a small community of residents. In the past year, Second Life reached a tipping point; almost nine million residents are registered in the Metaverse, and there are numerous daily media accounts about life in the virtual world.
The purpose of this presentation is to provide an overview of Second Life, and examine the appeal of an interactive three dimensional interface that has encouraged new leisure and social activities, business and marketing ventures, educational opportunities, political platforms, arts and entertainment and much more. Second Life also features its own media hub, which includes magazines, news sites and agencies, weblogs and television stations, covering new fashions for avatars, music concerts by popular artists, community affairs, and economic reports.
However, virtual worlds are not inherently utopian; with new environments come old social problems from the ‘real’ world. This presentation will also address some of the debates that have surfaced about social norms and behaviours in Second Life, what the future of virtual worlds might entail, and whether Second Life hype is a passing fad or a the development of Web 3.0/3D.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
This document attempts to visualize the various markets affecting the future of networked experiences at the junction of the real and virtual worlds. These are simply for reference; contributors to the Future of Reality Map are encouraged to refer to and remix
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
This presentation is an anonymized version of a proposal I prepared for a strategic collaboration between a systems vendor and a co-processor developer. It encapsulates my approach to technology partnering, which consists of the following elements:
Collaboration objective
Partner products and market
Our stakeholders
Joint value proposition
Benefits to partner
Benefits to us
Route to market
Action plan: technical, marketing, sales
Issues and risks
Strategy
SWOT
7 top technology trends and what they mean for brand experienceJack Morton Worldwide
Technology drastically impacts every aspect of the world around us these days, but it's harder than ever to integrate technology into live experiences in ways that are relevant, effective and above all seamless.
Discover our top technology trends and what they mean for brands, marketers and brand experience.
Having participated in both SXSW and Cannes Lions Innovation festival this year, we've uncovered lots of insights on the current communications climate and have put together 9 trends which should serve as guidance for the areas to focus on in 2016.
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Digital technology is constantly changing. So are our ways of communicating with each other and brands. This is a look at the top trends to watch as we head into 2011.
Overview of this year's CES 2015 with implications on smart technology on consumers. Further notes on products featured in this deck can be found upon download.
Décryptage de l'Internet des objets au travers des 4 axes majeurs de la transformation digitale (Data, Cloud, Mobile, Empowerment). Présentation de l'AWT dans le cadre du Café Numérique spécial "Internet des objets" à Louvain-la-Neuve, le 20 octobre 2014
Your monthly dose of the latest trends locally and abroad. This month we look at enhancing the experience and connection of being human in ways that go beyond what was thought possible.
A topline look at Augmented Reality. Why should bra more
A topline look at Augmented Reality. Why should brands be getting ready now and why 2011 will be the killer year for mobile AR advertising. We have a whole bunch of more detailed stuff on this. We are very excited by what could be achieved in the coming year, AR is a whole new channel with little or no rules. philip@t7flondon.co.uk
2. SXSW Interactive is an annual March gathering for the
digerati in Austin, TX
A conference for doers, where technology and advance
concepts are reviewed, discussed and work-shopped in
multiple forums. Naturally, and by design, it is also a
forum for intense networking
Topics include marketing, social media, mobile, startups,
innovation, design, programming, technology, gaming and
more recently hardware & prototyping
2013 attendance was over 30,000 eclipsing 2012’s
25,000+ and 19,000+ in 2011
1,833 Interactive Sessions
21% international registrants (from 72 countries)
2
5. Collaborative economy is powered by the people
Power of the crowd and large networks enables scalable services that can
benefit all
These services are disrupting existing, embedded industries from travel to
power to dating, bringing new ways to deliver on old concepts
5
6. Storytelling and social-casting expand the “social post”
A new type of social application proliferates enabling easier
ways for consumers to tell and share rich, long-form, linear
stories and experiences, beyond the post or tweet.
6
7. New niche social nets evolve the community concept further by
enabling consumers to engage deeply around specific things
Put your thoughts out to the social net to get others’ opinions
or bond around a common one.
7
8. Social Mapping Gets Useful
Put your thoughts out to the social net to get others’ opinions
or bond around a common one.
8
9. Social Mapping Gets Useful (con’t)
New ways of visualizing data can highlight
patterns that lead to insight.
9
10. WHEN YOU CHECK IN
AT 2 AM...
…AND GET FOUR HOURS
OF SLEEP...
…YOUR WEIGHT GOES UP TWO
POUNDS ONE WEEK LATER.
Connecting different data sources drives new insights
Connecting the data across multiple systems becomes one of
the next great Big Data challenges.
10
12. Stuff gets smarter
Artificial intelligence and machine learning are driving more
experiences and present a view on what how intelligent
experiences can drive more value.
12
13. Example: Unlocking your BMW car
3 steps with No UI
1.A driver approaches her car.
2.The car doors unlock.
3.She opens her car door.
13 steps with BMW
1.A driver approaches her car.
2.Takes her smartphone out of her purse.
3.Turns her phone on.
4.Slides to unlock her phone.
5.Enters her passcode into her phone.
6.Swipes through a sea of icons, trying to find the app.
7.Taps the desired app icon.
8.Waits for the app to load.
9.Looks at the app, and tries figure out (or remember)
how it works.
10.Makes a best guess about which menu item to hit to
unlock doors and taps that item.
11.Taps a button to unlock the doors.
12.The car doors unlock.
13.She opens her car door.
vs.
Smart interfaces will adapt to people, rather
than forcing people to adapt to them
The UI starts to disappear simplifying experiences.
Removing steps and making decisions for the user
will drive new, differentiated value propositions.
13
15. Hardware – 3D Printing/scanning,
3D printing and scanning bring affordable custom
manufacturing to business/home
3D printing has been around for awhile, but the cost is finally coming
down to enable novices to innovate all new applications.
15
16. 3D printed stuff penetrates design and culture
From fashion, such as dresses and footwear, to toys, to records,
food and prosthetics, applications continue to inspire.
16
17. Crowdsourcing is driving innovation
Lester Chambers renews his career online.
Ouya was funded on kickstarter for $900,000 to develop
an inexpensive ($99) open-source gaming platform.
Veronica Mars fans pledged $3.2 million in 3 days to
fund a comeback.
17
18. Implications
Solving the world’s most challenging problems
Elon Musk continues to disrupt staid industries. As the
founder of Paypal, SpaceX, Tesla and SolarCity he inspired
crowds about “furthering humanity” as how he judged his ROI.
18
20. Physical digital mash up
Gesture and intelligent interfaces remove the interface
NFC replace QR codes
Internet of things becomes stuff that communicates
20
21. Gesture based UI removes the interface
Gesture-based interfaces creates whole new experiences
for consumers and business.
21
22. NFC will replace QR codes
The Samsung lounge had multiple NFC and app demonstrations, music,
and events. Around town there were free cupcakes and free beer offers
just for tapping “TecTiles” with an NFC enabled devices. In addition to
multiple events at the experience, they also sponsored a Prince concert.
22
23. Internet of things becomes stuff that communicates
VW Smileage connected car app adds incremental layer of
engagement to driving experience.
23
25. Robot coffee barista prints images on foam
GE’s Coffee Barista arms operates similarly to a 3D
printer to pour coffee through a syringe,
painting images in a latte's foam.
25
26. Virtually there bring people closer without being closer
A remote controlled robot with a video screen and camera allows you
to have tele-presence anywhere. Your robot can roam the halls in
another city and keep you involved locally.
With desktop video conferencing already becoming prevalent, this
seems like a natural evolution that’s great for business.
26
28. Wearable tech
Wearable Tech Cultural Invasion
Intersection between clothing, functionality and technology
Printable clothing
Connected and quantified self
28
29. Google Glass
There is tons of interest in the next big consumer
technology which will continue to enhance
customers lives in ways we can’t imagine.
29
31. Memoto Life-logging
Camera takes pictures every 30 seconds, uploads to the cloud and
categorizes groupings in a private and shareable timeline.
Raises new privacy issues – will we have to wear warning signs?
31
34. Online shopping features reshape retail
3M hologram enables personalized in-store rep feels human.
Pepsi clear door video display fridge enables engagement opportunity at shelf.
Giant touch-screens will proliferate.
34
35. Store navigation gets easier with digital tools
Jifiti allows you to gift something for someone while in-store
that they pickup and customize themselves.
Walmart and Walgreens innovate with in-store
mapping and coupon systems
35
36. Website-like analytics platforms emerge
Retail footfall analysis offered by Vodafone, Experian, and Euclid,
delivers website-like in-store analytics by tracking anonymous
cell phones moving nearby or within the space.
Privacy will be a big issue to overcome.
36
38. Significant presence of entertainment brands
Given the significant influence of the SXSW audience marketing
new properties is a no brainer, with the new spring TV shows
leading the way.
38
39. Branded power supports “always be charging” SXSW culture
With branded power stations everywhere, power was less of an issue than in
years past where infrastructure couldn’t support the large numbers of people.
Samsung offered fully-charged battery swaps for Galaxy
owners via bike messenger.
39
40. AT&T American Airlines Travel Hack-a-thon
Generated multiple new travel apps that are more useful than
the ones the travel industry have put out.
1st Place AirPing provides users with live updates for flight
changes and associated information.
40
42. Beats by Dre "Pill Clinic”
Beats by Dre set up a "Pill Clinic" showing off its pill-shaped
portable music devices with the "Beats Pill Fix". Doctors and
nurses helped people try out the Pill.
42
43. Glad and Keep America Beautiful
Provided 13 trash, compost, and recycling areas, diverting much of the
festival's waste. To raise consciousness, they partnered with artist Jason
Mercier to create a mural of America made from SXSW trash.
43
44. OREO Photo-wall
While garnering lots of press for their SXSW sponsorship, their
activation/experience wasn’t that memorable and was in an out
of the way location.
44
45. Freaky Friskies Grumpy Cat (from the meme) Video Wall
Friskies Cat Food took over an entire building’s windows on popular
6th Street with giant cat videos of Grumpy Cat and Bobo from their
commercials.
45
46. Mashable Grumpy Cat (the cat from the meme)
The most talked about event of SXSW wasn’t a start up, app, Elon Musk or
even Al Gore slamming the NRA in the heart of Texas, it was Grumpy Cat.
People waited hours in a three block long line to get their picture taken with
Grumpy Cat, reminding us that at the end of the day, it’s the human
emotional element that gets us.
46