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Roadmap
Inputs
The main body of the roadmap.
On this Page
II.
Forecasts - Part B (24
pages)
9. Predictions
10. Positive and Mixed Scenarios
11. Negative Scenarios
12. Wildcard Scenarios
13. Headlines
Link directly to any input - Copy the link from the lowercase letter to the right of the input.
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Metaverse
Roadmap Foresight Framework
Inputs were solicited in four topic areas:
I. Industry Conditions, II. Forecasts, III. Issues
and Questions, and IV. Problems and Indicators.
These were divided into nineteen
categories, from History to Progress
Indicators. Each was also considered in three
subcategories: A. Technology and Science,
B. Business and Economics, or C. Social, Legal
and Other domains. This is an adaptation of the
Foresight Framework Model of
Dr. Peter Bishop, chair of the Futures
Studies masters program at the University
of Houston.
Foresight frameworks call forth a broad
set of future-relevant information, but
do not fully address any category. For each input,
category and subcategory assignments are arbitrary
and arguable. Some contradict each other due to
controversy, uncertainty, and the breadth of community
perspective. Some original quotes remain, but
most have been edited and interpreted by ASF staff
in subsequent research. We apologize for
any mistakes or misrepresentations, and hope you
enjoy this rich source of community insight relevant
to the future of the 3D-enabled web. |
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Have additional
entries or feedback?

Those who do so can be publicly acknowledged
at the Contributors
and Reviewers section of this website. |
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9.
Predictions. Brief predictive statements
made about the future of the industry.
9A. Predictions - Technology and Science
| • Social
networks (in general) and browsers (in particular)
will increasingly drive and manage our virtual
world and 3D web experiences. As Web
2.0 (Participatory Web) technologies advance,
and our social networks become increasingly
central to our lives, we can expect our MMOs
to evolve into specialized tools, where access,
reputation, and interconnectedness occurs
through a handful of our favorite participation
platforms. As the number and purposes of virtual
worlds proliferate, busy people will use them
for limited context and goal-specific immersion
(for entertainment, socializing, collaboration,
education, exploration, etc.) managed through
tomorrow's increasingly intelligent social
software and 3D-enhanced browsing platforms.
We can foresee social networks being incorporated
in tomorrow's browsers, so that community
is the foundation of online experience. |
|
|  •
The Carpal PC and Forearm PC, one of the
next frontiers in wearable computing. These
popular future wearable systems might consist
of the following key components: 1)
a very lightweight OLED touchscreen
display that covers the dorsal metacarpals
(back of the hand) carpals (back of the
wrist), and a few inches of the distal forearm,
in the same configuration as the top half
of a carpal tunnel hand brace (picture left).
The other side of the hand will be bare
wrist and forearm, for maximum comfort.
The Forearm PC, an alternative design, again
wraps around just more than half of user's
forearm (a slimmer and lighter version of
Eurotech's Wrist-Worn
PC, picture right). Both versions can
be put on or removed quickly using a
slap-bracelet mechanism, allowing easy
use on the arm, at a table or in the lap.
Advanced versions of these devices would
interface wirelessly with additional wearable
items, such as: 2) additional
processors and batteries integrated in a
standard-sized belt, worn around the user's
waist, 3) a full-sized,
touch-typeable keyboard and processor worn
at the waist as a 1.75"x5" sized
belt buckle (four interleaved pieces of
keyboard). A touch of the buckle would de-interleave
it into a standard 3.5"x10" laptop
keyboard, allowing 50-80 wpm typing at the
waist. Also, 4) a wearable
mini-mouse, worn on the belt on the
opposite side of the body from the Carpal/Forearm
PC display would complete the system for
those users who wanted an interface identical
to their desktop ergonomic, requiring no
retraining. Simply looking down anytime
at the back of their hand, while typing
or mousing would provide useful visual augmented
reality information. In high end versions,
the Carpal and Forearm PC's displays could
fold out to twice their size for more visually
intensive tasks. As miniaturization improves
these systems will contain a cell phone,
GPS, digital music player, camera, etc.
The system could be connected through the
cell phone to mainframe-based high-accuracy
voice-recognition systems, to maximize the
quality and range of verbal commands to
the wearable PC. The keyboard will be used
wherever verbal commands are insufficient
or are less optimal, as they will be for
many years to come, for some tasks. High
end versions might be waterproof, and inductively
charge themselves wirelessly when you are
near a keyboard or are seated in your car.
They will also contain fast-charging nanobatteries.
An obvious accessory would be a detachable
bluetooth cell phone earpiece that fits
into the Carpal PC at the forearm or at
the waist when not being worn, and which
recharges off the Carpal PC's battery when
not in use. Wherever you are, when you look
down at your forearm you'll see a local
geospatial map, have access to locally relevant
video, audio, and text streams, and be able
to query them orally. Verbal commands and
keyboard shortcuts will give you access
to both automated AI systems, like today's
Free 411,
and to human beings in various service centers
you are subscribed to. All kinds of specific
data on the objects in your vicinity will
be immediately available, including histories,
recommendations, annotations, etc. As the
participatory
web grows, no matter where you find
yourself you'll be encourged to add your
own feedback to the global database, at
point of experience.
|
|
| • Wristwatch
cellphones. The Dick
Tracy "two-way wristwatch radio"
was first conceived in 1946. The wristwatch
cell phone is an obvious developmental attractor
for many of us. Why hunt for your cell phone
when you can wear it on your wrist? Would
you even take it off to shower if it was
small and waterproof? It could even charge
inductively when your hands are near a keyboard,
as many of ours are every day. You'd want
the ablity to swap in charged batteries
and full SD chips as well. |
|
| • The Dynabook.
Alan Kay's 1960's vision of a lightweight
waterproof eBook reader. High res OLED touchscreen.
Fully annotatable. Cradle or inductive charging.
Many assisted reading modes (highlighted text,
narrow-columned for fast reading, an audio
book mode so you can continue "reading"
(have the book read to you) while driving. |
|
• Ultraportable
laptop/tablet remote for the open-standard
Internet Television of 2016. Imagine your
current TV remote being replaced by a lightweight
laptop/tablet, with touchscreen and keyboard,
that displays 100 Thumbnails (10 x 10) of
TV channels, Video, Games, Virtual Worlds,
Magazines, Newspapers, Books, etc., with small,
high-res words below each graphical thumbnail
giving (title, length, ratings, etc.). One
tap down would be another 100 potential channels,
and so on. Humans pick the best images/animation
previews to represent the clips, as with DVD
chaptering today. Open source standards for
representation. People trade knowledge representation
layouts. Such a system could easily give you
organized access to thousands of your favorite
media streams or media items, all competing
to get to the top level, reorganizing based
on your feedback and the collaborative filtering
recommendations of your interest groups. For
many of us, half of our video feeds would
quickly become specialized microchannels on
internet tv, not the common denominator fare
available through today's one-to-many, one-size-fits-all
broadcast model. Today's big media aggregators
would be forced purchase the best of the proliferating
independent channels and serve them as feeds.
Independent pay-per-view and subscription
media, supported by direct micropayments,
would flourish. One could also read a book,
magazine, or newspaper on the tablet. Whatever
you read on the small screen could be mirrored
on your large one with just a click.
|
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|
•
Video
Walls in 2016. Nielsen's
law (see Constants - Sci-Tech, Nielsen's
law) has charted a doubling of premium-access
internet bandwidth every 21 months since
1983. This trend predicts that fiber-to-the-home
initiatives, like today's Verizon FiOS (20/5
Mbps) will deliver over 300 megabits per
second of wired bandwidth to typical premium
users in 2016, allowing download of a 2
hour video in 2-3 minutes (impulse buy/on-demand).
As today's mature (LCD) and newer (DLP,
plasma, OLED) display technologies continue
to drop in price and energy usage, we can
forsee home and business users converting
large portions of free walls in several
rooms into video wall configurations. Video
walls would allow parallel video multicasts
(internet video, HD video, 3D worlds, etc.)
to various areas of the wall. Such systems
would also greatly improve multi-party videoconferencing,
by delivering "spatial video"
(see 8Bj)
with cameras on consenting users as they
wander through their rooms, delivering you
their image to your nearest video wall,
wherever you are in your own home/office.
As with current internet browsers, users
would likely have only a few sections of
these walls displaying full motion and sound
at any time, with the remaining displaying
static images, slowly updating snapshots
of other channels, menus, etc. These secondary
images might be in still motion until the
user "tunes" to them by pointing
a remote or saying a verbal command, whereupon
they would enlarge, animate, and move to
center screen. As a video wall controller
and wireless mobile accessory, a very light
tablet remote, capable of displaying thumbnail
pictures of your 100 favorite internet TV
channels and virtual worlds on the top screen,
and your next 100 only a tap away, etc.,
would for many be a very intuitive way to
manage a large number of content specific
3D feeds. Collaborative filtering and multiple
categorization systems could be used to
manage this information, with thousands
of ancillary channels and 3D experiences
"competing" to migrate up to higher
levels of the user interface, based on user
feedback and public preference data. Once
the internet's bandwidth can support them,
video walls and tablet remotes seem likely
convergence devices for many future users,
as they would maximize the value of peripheral
attention while minimizing distraction,
and allow the intelligent filtering of vast
quantities of video data. Their entertainment,
educational, and collaboration value as
tools in the participatory web would be
immense, though issues of addiction, cocooning,
narrowing of views, and other abuses will
also be serious concerns, particularly with
early versions of these systems.
|
|
| • Finger
and hand tracking and the longstanding dream
of a gestural
interface. A laptop user's finger movements
and hand motions can be translated into amplified
yet precise movements in 3D space, using high-precision
gesture-recognizing cameras. This would allow
one do gestural manipulation in the air, just
above the keyboard, and then settle down onto
the keyboard to do typing as well. One's gestures
in the air, perhaps initiated by showing your
fingers and open palm at your screen, which
could eventually replace the need for a mouse
in future laptop computers, as well as enable
new gestural abilities. Possible scenario:
Virtual Libraries. Imagine reaching for the
image of a book sitting on a virtual bookshelf.
Being able to pick the virtual book up, quickly
flip to read its front and back covers, inside
jacket pieces, table of contents, all scanned
in from its original physcal form, with addtional
virtual enhancements added to each of these
over time. Then you drop your fingers to the
keyboad and do a search inside the book to
find something of interest. Then you annotate
at the search point with color highlight and
notes in the margin. Then you put a copy of
the book in your personal virtual library,
which you can organize simultaneously by author,
subject, chronology, etc. Would this replace
your physical library? Caveats: No tactile
feedback might limit use, especially as wearable
mice and keyboards become increasingly miniaturized. |
|
| • Wearable
mouse and Tummy PC form factors will improve
mobile access to 3D spaces in coming years.
The Tummy
PC form factor, providing a small, collapsible
touch typeable keyboard and display at the
waist, allows convenient wearable computing,
without the need for complex augmented reality
display technologies. A wearable
mouse allows the user to maintain the
same input behavior they use with their desktop
machines. Combined with affordable broadband
cellular modems (Verizon’s 3G VZ
Access card is now $80/month), Toshiba’s
fast-recharging nanobatteries
(80% recharged in 60 seconds), always-on wearable
access to social networks, 3D worlds and games
will become affordable for the youth of the
mid-2010’s in the developed nations,
and somewhat later for the rest of the world.
Collapsible keyboards and chording devices
for text input will finally gain traction
in some segment of society once we have wearable
display and augmented reality platforms. Expect
more fold out and projection screens as well. |
|
| • Eye and
head tracker for virtual worlds navigation.
Moving beyond today's first generation head
tracking systems (see NaturalPoint),
picture an eye- and head-tracking camera that
translates your subtle eye or head movements
in physical space into large shifts of view
in gamespace for 3D orientation. No more need
to do unintuitive keyboard movements to represent
eye and head movements in virtual worlds.
A more natural interface would also entice
more older players to explore virtual worlds.
Caveats: This may be disorienting if there
is lag between physical world head movement
and virtual head movement. Would have to be
fast and tightly coupled. There are a number
of early-adopter head tracking peripherals
today that involve having to wear something
on your head, but these will be outmoded by
better imaging technology. |
|
| • Networked
shoes in personal area networks for
virtual worlds navigation. Networked shoes
may become a valuable interface for immersive
virtual worlds. Feet pedals are already
used in dictation systems and racing simulations.
For virtual character steering and walking,
minor shifts of your feet on the floor to
change direction, slight tapping of the
toes to move forward, tapping the heels
to jump, etc. would allow a whole range
of natural repertoires, and leaves your
hands for hand activities. Kids would love
peripherals like this, as they give them
yet another excuse for kinesthetic activity.
As personal area networking expands, shoes
also represent a unique place to put electronics
for wearable computing, so the first versions
of multifunction shoes (sensing, recording,
computing) might be emerge within the next
10 years. |
|
|
•
Early conversational avatars in 2016. Anthropologist
Ray
L. Birdwhistell, a pioneer of "kinesics"
(nonverbal communication), estimated (Kinesics
and Context, 1970) that about 65%
of the information in a conversational message
is conveyed by facial expressions and body
language, and only 35% by spoken words.
Once our computers are smart enough to speak
to us in simple sentences via a primitive
conversational
interface (circa 2015-2025), to store
primitive inferential, context-based personality
and values models of their users (first
generation personality
capture), and to express those models
using a facial
action coding language, we predict avatar-mediated
human-computer and human-human communication
must emerge. For conversations that benefit
from even crude kinsesics, avatars should
be both more humanizing and more efficient
than other communication modes. We forecast
tomorrow's users will increasingly associate
personal avatars (what we call a "digital
twin" (DT) with their public personas,
and as DT's grow in capacity, use them to
mediate contact with the larger world in
an attention-limited economy. Avatars-as-representatives,
both of humans and of complex technological
systems (cars, houses, computers, robots,
tools) will become increasingly friendly,
personalized, intelligent, and interactive
relative to text, static images or linear
narratives. Public data mining of user lifelogs
will greatly improve context-sensitive DT
values and personality modeling, and greatly
enhance social networking, personalized
education and online collaboration. Given
trends in automated knowledge discovery
and natural language processing, the DT's
of early adopters and research users should
be able to have very primitive yet useful
natural conversation with inquiring humans
by 2015, with performance improving significantly
over the subsequent decade. This conversation
will grow to include simple information
about the user's background, interests,
present location, availability status, and
future plans, as well as the ability to
schedule meetings with trusted parties,
answer FAQs, manage e-commerce, and perform
other simple transactions. Eventually, DT's
seem likely to become the first-pass communication
screeners ("trusted handshakes")
to prequalify face-to-face interactions
between individuals, an important element
of future trust networks. See IMVU
for a good example of today's avatar-mediated
chat communities.
|
|
| •
3D-based internet browsing is a “flying
car” future. 3D and 2.5 D browsing and
information archiving tools offer very little
payback over 2D, yet are saddled with the
additional visual complexity and cognitive
overhead of navigating the third dimension.
Initiatives like NTT’s SpaceBrowser
are likely to remain research tools with regard
to the general web. 3D "flying"
in virtual worlds and GIS-based mirror worlds
remains a useful navigation option, but even
here 2D (frames) and 1D (search box/text-based)
navigation is generally faster and more efficient.
3D makes sense for collaboration and social
space, and for some (but certainly not most)
kinds of data visualization. Randy Farmer:
“3D is not an inherently better representation
scheme for every purpose.” To understand
this, it helps to realize that humans are
not mentally living in the 3D world much of
the time, even in the way they inhabit physical
space. We are trying to simplify even our
3D activities into 2D "events,"
as happens when we read a book, or even play
a boardgame on a mostly 2D surface. 3D makes
sense in select environments, but all that
additional data always comes at a cognitive
price, slowing down our efficiency of thought
and navigation. Many times, that price isn't
worth paying, when we have the choice and
can reduce the dimensionality of our mental
spaces. |
|
| • Television and the
metaverse will increasingly converge. The
better internet
television becomes, the more metaverse-like
it will be. So too with online spaces that
will increasingly embed interactive video. |
|
| •
Wearable augmented reality bottleneck around
microlaser technology patents. Arguably the
most advanced technology for augmented reality
displays that has yet been demonstrated is
eyeglass-based microlasers that can paint
an image onto the human retina. This technology
is presently under the patent control of a
single company, Microvision.
It was the opinion of some summit participants
that Microvision has been primarily deepening
its patent portfolio around this key technology,
and pursuing only government and military
development contracts that do not provide
sufficient capital or R&D expertise, rather
than aggressively seeking commercial partnerships
to advance the technology and bring it to
the mass market in a reasonable time frame
at an affordable price. Until such time as
this currently underdeveloped technology is
widely available for off-patent use (circa
2018) or until Microvision sees the value
of partnering with well-capitalized commercial
innovators or licensing at an affordable price,
the wearable AR industry may continue to be
held up by this bottleneck. Long patent lifespans
and lack of the ability to challenge them
when they aren't commercialized in a timely
fasion can perversely delay rather than accelerate
innovation, and are an issue for future IP
reform. [2007 Update: Ben Averch of Microvision
states that the company has prioritized commercial
partnering as of mid-2006. Let's see what
develops.] |
|
| • New miniaturized user
interfaces. We can expect cell phone pieces
that disappear behind the ear, and eventually,
microlaser augmented reality devices. Almost
all of these devices will be external, not
implanted, as the interface technologies will
be continually upgraded in the foreseeable
future and the risks and invasiveness of surgery
make it a poor choice in almost all applications. |
|
| • Larger, multiple, and
dedicated monitors. As monitors drop in price
and thickness, and become truly autoconfigurable
on plug in we’ll see many larger and
multi monitor setups. This, combined with
faster processors, will allow people to permanently
keep their favorite 3D web applications open,
in favorite locations on their monitors. They'll
be able to set operating system preferences
so that on restart, applications will reopen
and display in their favorite dedicated screen
locations, which will be very efficient for
multi-monitor setups. |
|
| • Lifelog
systems. Within the next ten years we’ll
see the emergence of “lifelog”
systems, wearable or ultraportable recording
systems that capture and autotag the user’s
audio, GPS, 3D visual, or other experience
(travel, classes, work, private gatherings,
etc.) and wirelessly uploads this life history
to a web-accessible server for potential sharing
among friends, archiving, and later selective
examination. Such systems will be adopted
particularly early and widely by youth in
the more developed countries with technophilic
cultures (Korea, Japan, etc.). |
|
| • Head
mounted displays (HMDs) are likely to
remain niche applications for virtual reality.
Other than for specialty competitive gaming,
the marginal benefit to HMDs and Spatially
Immersive Displays (SIDs) beyond the standard
Keyboard Mouse Monitor (KMM) interface do
not seem compelling. There are severe drawbacks
to using HMDs while navigating physical
space around the home (eating food, interacting
with friends in the same room, etc.). SIDs,
by contrast, seem likely to gain modest
adoption as prices drop in coming years,
because they will be natural outgrowths
of HD home
theatre installations (eg., more screens
going on more walls, either projection or
wall mounted). A low cost SID that covers
three walls of the living room seems an
archetypal advance for immersive gaming
and virtual worlds, one that might achieve
minority market adoption by 2016. |
|
| • Immersive
virtual world walking and running interfaces
seem likely to remain only military and
research devices over the next ten years.
A notable exception is two degree of freedom
treadmills (speed and elevation tilt) which
might be combined with large display screens
and virtual competitors and coaches (via
videoconference) in a system that could
emerge a small fraction of high-end home,
corporate, and commercial gyms, and military
and institutional training environments
as part of the growing exergame
market. But higher DOF and "unrestricted"
walking systems like the VirtuSphere
currently
have such drawbacks as high complexity,
cost, noise level, space requirement, user
injury, and the promotion of unnatural walking
behavior. Even such clever near-omni-directional
treadmills as those of Virtual
Space Devices (see video)
are presently $1M systems, hoping to develop
$30K systems in coming years. R&D programs
like the European Commission's Cyberwalk
Project are seeking to develop systems
for "natural unrestricted 3D motion"
in virtual space, but that long-dreamed-for
objective continues to look out of reach
beyond the lab, with all technologies presently
on the horizon. |
|
• Sensory
substitution technology in augmented
reality seems unlikely to have a significant
social effect for the forseeable future.
Sensory substitution is a rudimentary interface
that has been touted by some futurists as
an additional channel to provide augmented
reality sense data to the human. There are
research devices available that use a wearable
camera and a transducer on a subject's tongue,
palm, or back of the torso, allowing the
brain of unsighted individuals to interpret
the touch patterns as a crude form of vision.
Some have suggested that such tools are
ways we will be able to increasingly augment
our normal senses through unobtrusive secondary
channels in coming years. Imagine, for example,
permanently gaining the ability to see in
3D behind you, with a wearable camera and
using areas on your back as retinas, and
having a part of your brain learn to adapt
itself from birth to interpreting such information.
Or using that same subliminal system to
be able to continuously and surreptitiously
"read" incoming text and graphics
from a 3D augmented reality display linked
to the web, while your eyes are enaged in
something else. The problem with this vision
is that this interface strategy appears
to be very limited and poor by compared
to our existing forms of sensing, and is
subject to all the same limitations of divided
attention that we find today when humans
try to do more than one thing at a time
(e.g., drive a car and talk on the cell
phone). Developmental biology and animal
studies also argue it would work better
in human youth than in adults, particularly
if used from birth with no interruption
(e.g., as some form of implant). But such
use would raise serious ethical concerns,
require extensive testing, and be very slow
to emerge. Even when perfected it would
remain subject to sensory substitution's
decreased effectiveness relative to the
naturally evolved senses. An alternative
to trying to open new sensory channels to
the brain would be a form of "sensory
specialization," to permanently assign
a part of your existing visual field to
your AR display, as with glasses or implants
in early adulthood. But again, while such
tools mayl be extensively experimented with
in future subcultures, they all seem likely
to give only minor benefit, and would come
with significant problems. In the few cases
where early benefit might accrue, as with
soccer players that have the ability to
"see through their backs," including
a topsight view of the game, relayed to
them by remote camera, the social stigma
involved with early and elitist use would
be significant. Such players would for a
very long time be relegated to playing in
minor, "enhanced" leagues, the
way professional bodybuilding now has minor
competitions for those who admit to the
use of performance-enhancing drugs. For
the forseeable future, simply increasing
the miniaturization, affordabilty, performance,
and bandwidth of our wearable computing
systems, as well as the quality of the artificial
and human intelligence connected to them,
seems to be a far more productive and socially
acceptable prescription for progress in
augmented reality. |
|
| • Whoever comes out with
the first "normalization engine,"
a system that allows each participating developer
to translate their virtual asset database
into an common framework, will be able to
create the world's leading interoperable metaverse
alliance, assuming their politics are appropriately
transparent and fair enough to elicit wide
participation.. |
|
| • Online dating (eHarmony,
Match.com,
etc.) is a killer app for next gen virtual
worlds (2010?), ones that are able to map
our digital photos and even realtime facial
features to the avatar using web cameras.
Such tools will increasingly improve the emotional
quality of virtual space. We should be allowed
to express a desire for something intimate
and then go into a 3D space and see others
who've exposed that desire as well. Hopefully
the trust networks will be in place. |
|
| • Physical
objects will increasingly be metatagged.
As more and more of them gain a "media
wrapper," we will have grown a useful
data overlay to our digital geospatial world. |
|
| • The next
billion people joining the internet will come
from “BRIC”
countries like Brazil, Russia, India, and
China, and a smattering from other developing
nations. They will continue to access the
internet primarily through phone and mobile
devices, rather than desktops. Investors are
flocking to this area where they are not in
other VR. Whatever metaverse we see in the
next decade must be accessible by these “thin
client ” devices and voice interface. |
|
| • Persistent online social
worlds are an extraordinary tool and platform
likely to be subject to real network effects,
like instant
messaging. There will be a very small
number of very large virtual worlds, like
there is a small number of IM networks today.
Already we see pressure at the second-tier
world level for common standards. They start
banding together and then there is pressure
for even the most popular worlds to allow
interoperability. Given human psychology,
the desire for consistency, and market factors
we can expect just a few, not hundreds or
thousands to capture the majority of the market. |
|
| • Summit quote: "Second
Life's architecture is going to split
as it continues to grow and diversify. Eventually
you'll log into your island like a web page.
Navigation to virtual worlds/cities/games
from that point will be a series of choices,
not a continuous geography. You'll see fragmentation
down to the API level." |
|
| • Avatar-based
videophones and the limits of videophone
utility. Within the next 2-5 years we'll
see high-end avatars that can accurately
mimic your facial expressions as you sit
in front of the screen. A low-level version
of this has already occurred, with Logitech's
latest Orbit
MP QuickCam webcam, which adds mixed
reality features to webcam images and supports
gesture-driven avatars. Something like this
might make the videophone usable for folks
who don’t want their entire personal
environment accessible to the caller. Still,
even these kinds of videophones will likely
be used only very selectively. They make
sense for family, dating, early stages of
business contacts, and some forms of collaboration,
but audio will continue to be more efficient
for most conversations and allows more privacy
and multitasking for the users. In a curious
way, less is often more in communication.
Video often shatters the intimacy of an
audio conversation. |
|
| • 4GLs, user generated
content, and the business model. If graphics
programs and programming languages continue
to abstract themselves, we may see the emergence
of specification driven fourth-generation
languages (4GL's) for virtual content
creation that allow programming at the level
of concepts, not code, the same way we have
seen such languages emerge for data management
(SAS, SPSS, etc.). Such a technical advance
would allow rapid scaling of user-generated
content, and greatly reduce barriers to entry
for open, collaborative virtual worlds. Small
businesses may one day build out unique virtual
worlds the same way garage bands creeate unique
music today. |
|
| • The future of the computer
display. Most of us want a simple visual interface
with a lot of intelligence behind it (think
Google). The big push will be to put more
processing behind intelligent filters. Avatars
will be able to do a very limited amount of
filtering in 2016, mostly in narrow domains,
like communication media (email, etc.). But
at the same time as we elder folk strive for
simplicity, there will be many people, particularly
youth, who want to push the limits, who will
experiment with 20 windows open at the same
time, with both simple and complex things
(asynchronous chat, browsing, video, wikipedia,
3D worlds) going on in each. A fraction of
user's desktops will be totally immersive,
the way a quantitative stock trader’s
multi-monitor
desktop often is today. 3D displays will
remain as research projects and niche markets
in advertising for the coming decade. Resolutions
are fuzzy even in the best current systems,
and even the most aggressive plans (Japan’s
VR
TV by 2020 initiative) have longer time
horizons. |
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9B. Predictions - Business and Economics
• In 2016,
interactive, internet-accessing, 3D visual
environments (video, virtual, or mixed reality)
are likely to be used for at least each of
the following commercial activities. All of
these already represent healthy, growing markets
in 2006:
A. Solo Entertainment
(ex: solo IPTV or internet video and solo
3D games and environments viewed on the cellphone/PDA/laptop/desktop/home
media center, etc.) B.
Social Entertainment and Communication
(ex: non-solo IPTV, MMOGs, 3D video viewing
or virtual home page navigation on community
sites, video or avatar-based teleconference/chat/dating,
3D video and 3D virtual games, location-based
3D games) C. Income
Production (ex: paid work in virtual
worlds, remote videoconference work, collaboration
in virtual, videocomposite, or 3D mixed reality
online offices) D.
e-Commerce and e-Barter (ex: viewing
3D images or video of physical or virtual
items for purchase/swap, remote shopping using
3D video, virtual, or mixed reality worlds)
E. Education and Creativity
(ex: 3D distance learning and job training,
3D virtual object construction, online homework
collaboration in 3D environments) F.
Assessment (ex: 3D remote job interviewing,
3D remote assessment/testing) G.
Exercise (ex: videoconferenced remote
exercise, 3D virtual or 3D mixed reality active
video games on home exercise mats, treadmills,
stationary cycles, gym machines, etc.)
H. Navigation
(examples: auto, laptop, or PDA-based 3D navigation
systems). |
|
| • 3D version
of the Virtual
Town Square (VTS). A "killer app"
for virtual business and community. Within
five years, some major virtual world maker
will build out a virtual downtown that resembles
some real downtown to a reasonable approximation,
ideally in a young and highly wired urban
community. If designed right, this will become
a most efficient multihop that young urbanites
use when deciding "what to tonight."
Cruising the virtual streets early Friday
evening will tell you 1)
who in your local community is also trying
to figure out what to do (chat options),
2) who in your community is already
down there doing things (their GPS-driven
avatar will be present, available for you
to contact by IM 3) what
the options are for entertainment (2d lists
in 3D, and webcam updated feeds of real world
downtown storefronts and events). Registration
for events, parking, etc. can all be negotiated
through the virtual world. The first VTS's
will drive significant traffic to those who
build them, spurring copycats across the world.
Participating VTS's will eventually be linked
in a common network, with traveling avatars
("travatars") to visit them all.
In sum, the virtual recreation of real world
urban centers and neighborhoods can become
the most efficient multihop for "what
to do tonight" as well as a new tool
for world browsing and socializing. Physical
and social availability options can be toggled
on and off, connecting the avatar with it's
controller. Active and GPS-driven avatars
can follow the real world locations of people.
Local businesses can use the system for virtual
shopping and "location ad words"
that bring you to other similar virtual recreations,
which will create new economic relationships
between the virtual network and physical places. |
|
| • Smart
cell phones (some of them wearable) will be
the leading platform for augmented reality
devices in 2016. Location-based cellular data
and radio delivered to these cellphones is
likely to be the next major infrastructure
development in the augmented reality space.
By comparison to cellular, mobile Wi-Max,
mesh, and other network options will have
only minor market share. Disagree? Read Why
Max?: A Wireless Primer and Discussion on
Wireless Reality, Jeffrey Belk, Qualcomm,
Sep 2005 [66] and see if your view is changed.
Nothing is going to surpass the highly motivated
and competitive 3G WWAN data networks, whose
buildout is now being subsidized by 127 billion
minutes of voice use per month. Smart 3G cell
phones that can access open standard, Virtual
Earth / Google
Earth environments, which can be be updated
by anyone and which are capable of streaming
location based audio, images, and minor video
to mobile users, will be the next major breakthrough
in virtual mirror worlds. When mobile users
can use their cellphones just a few years
from now to "geobrowse" data overlays
on the leading virtual maps of their local
environment as they travel, to gain tourist
information, local news, entertainment options,
etc, there will be the predictable early proliferation
and then a later consolidation of these virtual
worlds. In each category (All-Inclusive, Events,
Entertainment & Dining, Local News, Weather,
Traffic, Local History, etc.), after consolidation,
we can expect just one or two virtual worlds
to receive the vast majority of user traffic.
Browsing these worlds will provide a rich
set of potential experiences, all just a click
away from webcams that peer in to these buildings
in realtime, 2D websites, streaming audio,
and even video. Local community members looking
at all this geodata will see new potentials
for alliances, co-branding of events, etc,
continually reshaping the local virtual real
estate. The most interesting of these worlds
will be perused constantly by users with mobile
navigation systems, providing a set of ever-changing
options and interfaces to physical space. |
|
| •
Location-Based Cellular Radio. LBCR will
be a multibillion dollar market for autos
and mobile devices by 2016. Local wireless
infrastructure will support streaming internet
audio in the car and over the cell phone
within two to three years (2008-9) for premium
customers, and four to six years for the
mass market. This may be one of the biggest
coming new media industries currently below
the pundit's radar. Tomorrow's GPS-equipped
cell phones and handheld and in-car navigation
systems will support the playing of short
location-based images and video, and location-based
audio delivered over
cellular radio (and HD
radio to a significantly more limited
extent). Combine this with basic 3D virtual
maps and you have a handheld information
and entertainment device with compelling
new abilities. Motorola's iRadio
is a leading company in this still very
early space, though there are a number of
other entrants [60]. Cooper's
law tells us that the spectrum efficiency
of radio communication (both voice and data)
has doubled every two and a half years,
over 104 years, since radio waves were first
used for communication. As a result, we
are on track for this functionality being
possible at the premium end very shortly.
In late 2007, Qualcomm will release CDMA
EV-DO Revision B data modem and cellphone
chips to card makers, which will provide
up to 14.7
megabits per second peak on downlink
(something closer to 1/4 of this for real
world average rates). When these emerge
in 2008 they will enable such mobile features
as television, and internet browsing while
making VoIP calls, and the enough extra
bandwidth to support location-based streaming
radio in the car [26]. Imagine being able
to receive cellular internet radio, as you
drive, that offers you such channels as:
1) Educational and historical
information for the landmarks you are passing,
2) Highly local, up to
the minute news, politics, weather, and
traffic, 3) Reviews and
info on local restaurants, shopping specials,
and entertainment events, as you are passing
them. On the navigation and cell phone screen,
location-based advertisements can pop up
as clickable graphics, or audio headlines
in a radio stream, and if you click on them
you can hear ordinary or "breaking
ads," i.e., the big special going on
right now in the restaurant you are just
passing, for the next 20 customers that
wallk in the door. Over time, store owners
will be able to update their ads in realtime
from web interfaces, using their own automated
and manual systems ("Only two of these
left in stock, hurry!"). Such ads are
likely to create commercial and civic institution-driven
flash
mobs increasingly in coming years. When
you venture outside of your home zone, you
can set your filters to let you know interesting
tourist information, or when you pass a
favorite type of restaurant, bookstore,
coffeeshop, etc. For the radio shows, most
of this programming can be auto-assembled
digitally, without need of a radio DJ. Much
of the local video, as well as the less
changeable audio, might be updated daily
by Wi-Max to the auto while it is parked,
to be served up later as one drives through
the local area. In a more advertising-unobtrusive
mode, cell phone users and auto passengers
will be able to click on visual ads appearing
on their device's navigation screen, as
you approach a location, which will trigger
audio and video location-based advertising,
entertainment, and educational content.
Such ads will of course be able to hand
off GPS coordinates of the event back to
the device, which can then provide turn-by-turn
directions to the driver. Such a platform
will make weekend and evening "cruising"
of ones favorite areas of the city a much
more enjoyable experience for both tourists
and locals. One of the obvious longer-run
implications here is that within a decade,
satellite radio's national-level programming
(XM,
Sirius,
etc.) will be on the path to becoming a
niche player role in the radiosphere, the
way satellite television is beginning to
become a niche provider in the television
space. Another is that regulations will
have to be drafted for the use of ads and
video on navigation screens while the car
is in motion, so that driver-initiated accidents
don't increase. Handheld GPS devices, like
Garmin,
who have 50% of the U.S. handheld GPS market,
may be first with this service. But telcos
deploying smart cell phones are likely to
be the major provider, as with Sprint Nextel's
partnership with TeleNav
GPS Navigation Systems to provide turn-by-turn
GPS navigation for $10/month [65]. As a
final piece of this prediction, once the
telcos have built out the complex infrastructure
for superior entertainment and news content
based on voice subscriptions, and have trained
up millions in how to use their cell phones
and in-car navigation/cell radio systems
as mobile entertainment platforms, the market
will be ready to support open source versions
of this geographic web. Or perhaps the open
source versions will be competitive from
the very beginning. These are interesting
and uncertain issues for the future. |
|
| • Internet
3D content feeds to the home. The coming
decade will bring an influx of both
independent film and machinima
(video animation rendered with virtual world
engines) to the home. Leading platforms
for amateur and independent video and machinima
publishing, like YouTube
and Google
Video are poised to greatly democratize
access to 3D visual stories, as soon as
these can be autosubcribed by our home media
systems. In 2005 Tivo
announced a deal
with Yahoo!
TV, allowing users of the latter service
to program their Tivo's through Yahoo's
interface. But what is needed to open up
this market would be allowing PVR users
to automatically download internet video
via RSS feeds, giving them keyword driven,
ad-minimized content to view at home each
evening, and an effectively infinite number
of independent TV channels. Perhaps a future
iTunes
hack will allow this. Windows Media Center
plug ins like Streamalicious
allow you to subscribe to YouTube, Google
Video, and other feeds with your computer,
so it can't be long before we see this in
our TVs as well. When videocasting equivalents
to OhMyNews
(Korea’s citizen-journalist newspaper)
begin to pay the best amateur content providers
for the right to display their work, an
explosion of amateur video content will
occur. As authoring tools for producing
machinima and recording public events within
3D worlds improve, and as leading virtual
worlds make these tools available to their
residents, we will see more 3D animation
downloaded to the home as well. The increasing
popularity of all-animation movies makes
it clear that discrimination between 3D
and film is blurring. "Good stories
not yet told" are becoming the primary
currency, and niche audiences are increasingly
accessible in the networked world. Netflix,
for example, pays premiums to independent
filmmakers for good social documentaries
to add to their 65,000 titles, and Netflix
customers rent as many as 40,000 of these
titles each week, diving deeply into the
long tail of content diversity. |
|
| • Sony's
PS3 game console will lose market share
to the XBox
360 and possibly the Nintendo
Wii. Sony has made a major mistake focusing
on hardware superiority for the multicore
PS3, but not realizing that ease of game development
(tools and support) will be much more important
to the future of the new platform. Meanwhile
Microsoft's Xbox 360, a less impressive multicore
platform, is significantly easier to program
for, and Microsoft has been leveraging this
advantage by building a much better set of
game developer tools and support. The XBox
360 has also been faster to market, and perhaps
most importantly, has built an impressive
centralized online community, XBox
Live, not yet matched by Sony or Nintendo.
Live makes online extensions to standalone
games an easy addition for XBox developers,
and makes online access easy for players,
with a pay-once centralized system. If history
is any guide, the PS3's superior hardware,
if not matched by better partnership and support
of game developers and Live-quality community
features will be less impressive to gamers
than many in the media presently expect. Software
and story have always been more important
than hardware in PC games, even more so the
older PCs get. Hardware still plays a significant
differentiating role in the pre-consolidation
phase of the industry, as with consoles (Sony
PS3, Microsoft Xbox 360, Nintendo Wii) and
portables (e.g., Sony
PSP, Nintendo
DS), but even here a case can be made
that hardware is becoming steadily less important. |
|
| • Chat/IMing
will still be the killer app of the metaverse
in 2016 in the U.S.. We’ll see very
incremental change from the perspective of
user behavior. We’ll have richer 3D
smileys (oh the sarcasm!), but not much else
that has been uniformly adopted. Multicolored
discussion threads for different speakers.
Easier ability to filter our communities and
eject griefers. But basically the same general
user paradigm we see today. Why? Because much
of this is bandwidth limited, and the U.S.
will be dragging its heels just getting everyone
serious bandwidth over the next 10 years.
Fortunately this won't be true in other regions,
like Europe and Asia. Early innovation there
might cause a "Sputnik
effect" (reactive scientific and
technological advance) in the U.S., but it
is doubtful. |
|
| • Virtual
worlds/MMOGs that enable and encourage user-created
content, ownership, and exchange will
become increasingly successful relative to
economically closed worlds. Korea is a bellweather
for this kind of content development. High
bandwidth penetration and social cohesion
have led to massive user-generated sites such
as Cyworld,
and Daum
(which purchased Lycos
in 2004). Citizen-journalist news services
like OhMyNews
are perhaps the best example of this new trend.
OhMyNews is now the 5th largest news company
in Korea, and the largest citizen-journalist
international news service, with its submissions
doubling every 3 months in 2006. OhMyNews
International is very likely to become a respected
international newswire like Reuters or AP.
They pay US $200 for lead stories, and $100
for section header stories. By the same token,
citizen-developer networks, aggregating the
best producers of interesting new spaces in
virtual worlds will be a highly valuable complement
to commercial ventures. |
|
| • Underemployed
youth in emerging nations that offer low-cost
internet access (China, India, Costa Rica,
etc.) may be the most aggressive VW colonizers
and employees of virtual businesses, in the
coming decade. Information | | | | | |