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Team Amadeus
       Discovery Phase I
Team Amadeus



CONTENTS

CONSUMER INSIGHT – IMPACT INTENSIFICATION MAP..................................................................................... 2

TECHNOLOGY POSSIBILITY: DISRUPTION AMPLIFICATION MAP ......................................................................... 3

OPPORTUNITY : MARKET MAXIMIZATION MAP ................................................................................................. 4

INTRODUCTION ................................................................................................................................................ 5

   EXPERIENCE ANYTHING - DOWNLOAD A TWO-WEEK VACATION IN TWO MINUTES ....................................... 5

   WIRELESS TRANSFER - COMMUNICATING AT THE SPEED OF THOUGHT ......................................................... 6

   CHANGE YOUR BODY WITH YOUR BRAIN – EYESIGHT .................................................................................... 7




                                                                              1
Team Amadeus



CONSUMER INSIGHT – IMPACT INTENSIFICATI ON MAP




                                    2
Team Amadeus



TECHNOLOGY POSSIBILITY: DISRUPTION AMPLIFICATION MAP




                                    3
Team Amadeus



OPPORTUNITY : MARKET MAXIMIZATION MAP




                                  4
Team Amadeus



INTRODUCTION

Imagine connecting a USB to your brain and experiencing a two-week vacation in two

minutes. Imagine connecting your brain to someone else's brain and communicating at the

speed of thought.     Imagine training a blind person's brain to repair optical nerves and

muscles, enabling them to see. These are all possibilities that exist beyond the current

frontiers of neuroscience.    Our project is about the "connected brain" – a brain that is

connected through digital processing technology to external devices that provide alternative

sources of knowledge, experience and sensation. Let's explore the human impulses and

instincts that signal a future for the connected brain.


EXPERIENCE ANYTHING - DOWNLOAD A TWO-WEEK VACATION IN TWO MINUTES

A defining feature of culture in the twentieth century, which made that century different from

any other period in history, was the trend towards multi-sensory immersion in settings that

are, quite literally, a figment of our imagination. Humans have often sought different ways to

transcend the "reality" of their everyday lives, whether through literature, music or

intoxication. What defined culture in the twentieth century, however, was the deliberate

creation of multi-sensory immersion.        An early example of this was the movie, which

provided a way for people to escape from the demands of their lives for a few hours,

experiencing the thoughts and feelings of others. Later in the century, it became evident

through video games that humans were interested in doing more than escaping to a new

reality; they wanted to interact with it and play with it, as if they were children. The

development of video games coincided with another major trend of the century, which

through the democratization of jet travel in the 1960s, enabled more and more humans to

experience life beyond the arbitrary limits suggested by their birthplace or education.




                                                 5
Team Amadeus


Our future, where people can download a two-week vacation to their brain and experience it

in two minutes, draws on the increasingly strong signals of human behaviour outlined above:

the desire to explore alternative realities through viewing and interaction; and the desire to

travel and explore the world. This future is highly disruptive to traditional businesses like

airlines, hotels and car rental companies. It creates enormous opportunities for creators of

original content, in a network business where vacations are sold through a platform that is

constantly shaped and re-defined by users. Just like the iTunes store, this provides enormous

first-mover and lock-in advantages for a company that can create and cost-effectively deliver

entertainment in the "experience economy" of the new millennium.


WIRELESS TRANSFER - COMMUNICATING AT THE SPEED OF THOUGHT

From the "field telephones" used in the First World War to the walkie-talkies of the 1950s to

the briefcase-sized portable phones of the 1980s, we have seen an increasing shift of mobile

communication from military to industrial, commercial and finally personal use. Mobile

phones are currently a $100 billion global market (Data monitor, 2006), a market bigger than

the GDP of say Morocco or Slovakia, created in less than a generation. Yet mobile phones

have their limits, which in terms of human behaviour, are more fundamental than dropped

calls or weak reception. The limit is to do with humans' ability to comprehend spoken

information. Research from cognitive psychologists suggests that we speak at 200 words per

minute; but we can process auditory information at anywhere from 300-500 words per minute

(source: Melanie Carr, "Leadership from the Inside Out"). In other words, we could increase

our ability to process and understand information by a multiple of 1.5 to 2.5, if we could

remove the "gravitational pull" of speech.


Our future involves brain-to-brain communication. Just as Tim Berners-Lee invented the

world-wide web and Mark Andresen invented a way for different computers to "see" other



                                              6
Team Amadeus


computers, so we will apply our thinking to developing a device/protocol for one human to

connect their brain to another human. We see this as the next development of mobile

telephony, which is a powerful signal of the human need to communicate as naturally as

possible. We will remove the "gravitational pull" of speech, enabling not just real-time

communication but also real-time comprehension.


CHANGE YOUR BODY WITH YOUR BRAIN – EYESIGHT

The ability to see is a defining part of being human. Let's try a thought experiment, where

you could live X years in perfect health with normal vision; or 10 years in perfect health

except that you're blind (source: Stein et al. Br J Ophthalmol. 2003; 87: 8-12).


a) X years in perfect health - normal vision.


b) 10 years in perfect health - except that you're blind (vision of 20/200 or worse).


Write down what "X" would make option A and B approximately equal for you (of course X

must be less than 10). Utility of being blind = X/10.


If you ask sighted people, the mean utility of being blind is 0.85.


If you ask blind people, the mean utility of being blind is 0.56.


Alternatively, blind people who expect to live another 10 years would give up almost four

and a half years of their life to be able to see. Think about this for a moment. How many

years of your life would you give up to have an iPhone? An iPod? Compared to the

consumption of products, services and experiences, the experience of being human – visio

ergo sum – places a high claim on our "life capital".


Our future is about training the brain through software to re-program functions and processes

in the body. This would include repairing optical nerves and muscles in the eyes, enabling


                                                7
Team Amadeus


blind or visually impaired people to experience close-to-normal vision. We would develop

different modes of this solution, with a low-tech version for the developing countries where

most of the world's blind people live; and a high-tech version more focused on myopic,

hypermetric or astigmatic people in developing countries.      Disrupted by this innovation

would be several multi-billion dollar industries such as eyeglass manufacturing, contact lens

manufacturing and LASIK surgery.




                                              8

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Team Amadeus Phase1

  • 1. Team Amadeus Discovery Phase I
  • 2. Team Amadeus CONTENTS CONSUMER INSIGHT – IMPACT INTENSIFICATION MAP..................................................................................... 2 TECHNOLOGY POSSIBILITY: DISRUPTION AMPLIFICATION MAP ......................................................................... 3 OPPORTUNITY : MARKET MAXIMIZATION MAP ................................................................................................. 4 INTRODUCTION ................................................................................................................................................ 5 EXPERIENCE ANYTHING - DOWNLOAD A TWO-WEEK VACATION IN TWO MINUTES ....................................... 5 WIRELESS TRANSFER - COMMUNICATING AT THE SPEED OF THOUGHT ......................................................... 6 CHANGE YOUR BODY WITH YOUR BRAIN – EYESIGHT .................................................................................... 7 1
  • 3. Team Amadeus CONSUMER INSIGHT – IMPACT INTENSIFICATI ON MAP 2
  • 4. Team Amadeus TECHNOLOGY POSSIBILITY: DISRUPTION AMPLIFICATION MAP 3
  • 5. Team Amadeus OPPORTUNITY : MARKET MAXIMIZATION MAP 4
  • 6. Team Amadeus INTRODUCTION Imagine connecting a USB to your brain and experiencing a two-week vacation in two minutes. Imagine connecting your brain to someone else's brain and communicating at the speed of thought. Imagine training a blind person's brain to repair optical nerves and muscles, enabling them to see. These are all possibilities that exist beyond the current frontiers of neuroscience. Our project is about the "connected brain" – a brain that is connected through digital processing technology to external devices that provide alternative sources of knowledge, experience and sensation. Let's explore the human impulses and instincts that signal a future for the connected brain. EXPERIENCE ANYTHING - DOWNLOAD A TWO-WEEK VACATION IN TWO MINUTES A defining feature of culture in the twentieth century, which made that century different from any other period in history, was the trend towards multi-sensory immersion in settings that are, quite literally, a figment of our imagination. Humans have often sought different ways to transcend the "reality" of their everyday lives, whether through literature, music or intoxication. What defined culture in the twentieth century, however, was the deliberate creation of multi-sensory immersion. An early example of this was the movie, which provided a way for people to escape from the demands of their lives for a few hours, experiencing the thoughts and feelings of others. Later in the century, it became evident through video games that humans were interested in doing more than escaping to a new reality; they wanted to interact with it and play with it, as if they were children. The development of video games coincided with another major trend of the century, which through the democratization of jet travel in the 1960s, enabled more and more humans to experience life beyond the arbitrary limits suggested by their birthplace or education. 5
  • 7. Team Amadeus Our future, where people can download a two-week vacation to their brain and experience it in two minutes, draws on the increasingly strong signals of human behaviour outlined above: the desire to explore alternative realities through viewing and interaction; and the desire to travel and explore the world. This future is highly disruptive to traditional businesses like airlines, hotels and car rental companies. It creates enormous opportunities for creators of original content, in a network business where vacations are sold through a platform that is constantly shaped and re-defined by users. Just like the iTunes store, this provides enormous first-mover and lock-in advantages for a company that can create and cost-effectively deliver entertainment in the "experience economy" of the new millennium. WIRELESS TRANSFER - COMMUNICATING AT THE SPEED OF THOUGHT From the "field telephones" used in the First World War to the walkie-talkies of the 1950s to the briefcase-sized portable phones of the 1980s, we have seen an increasing shift of mobile communication from military to industrial, commercial and finally personal use. Mobile phones are currently a $100 billion global market (Data monitor, 2006), a market bigger than the GDP of say Morocco or Slovakia, created in less than a generation. Yet mobile phones have their limits, which in terms of human behaviour, are more fundamental than dropped calls or weak reception. The limit is to do with humans' ability to comprehend spoken information. Research from cognitive psychologists suggests that we speak at 200 words per minute; but we can process auditory information at anywhere from 300-500 words per minute (source: Melanie Carr, "Leadership from the Inside Out"). In other words, we could increase our ability to process and understand information by a multiple of 1.5 to 2.5, if we could remove the "gravitational pull" of speech. Our future involves brain-to-brain communication. Just as Tim Berners-Lee invented the world-wide web and Mark Andresen invented a way for different computers to "see" other 6
  • 8. Team Amadeus computers, so we will apply our thinking to developing a device/protocol for one human to connect their brain to another human. We see this as the next development of mobile telephony, which is a powerful signal of the human need to communicate as naturally as possible. We will remove the "gravitational pull" of speech, enabling not just real-time communication but also real-time comprehension. CHANGE YOUR BODY WITH YOUR BRAIN – EYESIGHT The ability to see is a defining part of being human. Let's try a thought experiment, where you could live X years in perfect health with normal vision; or 10 years in perfect health except that you're blind (source: Stein et al. Br J Ophthalmol. 2003; 87: 8-12). a) X years in perfect health - normal vision. b) 10 years in perfect health - except that you're blind (vision of 20/200 or worse). Write down what "X" would make option A and B approximately equal for you (of course X must be less than 10). Utility of being blind = X/10. If you ask sighted people, the mean utility of being blind is 0.85. If you ask blind people, the mean utility of being blind is 0.56. Alternatively, blind people who expect to live another 10 years would give up almost four and a half years of their life to be able to see. Think about this for a moment. How many years of your life would you give up to have an iPhone? An iPod? Compared to the consumption of products, services and experiences, the experience of being human – visio ergo sum – places a high claim on our "life capital". Our future is about training the brain through software to re-program functions and processes in the body. This would include repairing optical nerves and muscles in the eyes, enabling 7
  • 9. Team Amadeus blind or visually impaired people to experience close-to-normal vision. We would develop different modes of this solution, with a low-tech version for the developing countries where most of the world's blind people live; and a high-tech version more focused on myopic, hypermetric or astigmatic people in developing countries. Disrupted by this innovation would be several multi-billion dollar industries such as eyeglass manufacturing, contact lens manufacturing and LASIK surgery. 8