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15 August 2015Research and Development
MEGATRENDS
ABC Digital Network
Document prepared by R+D Team, Melbourne, August 2015
25 August 2015Research and Development
For the reader:This document has been created for you the ABC content maker, strategist, or executive.
You may have seen many of the ideas and technologies discussed in this paper, and wondered when and how they might impact the ABC as a public media organisation and your role within it. But you are busy dealing with the next 2 years.
This research presentation has been designed to help. It provides a summary of some core emerging trends that seem likely to have impact on the media within the next 5 years.
These are designed to spark discussion and creative forecasting; so that we can approach the technology landscape of 2020 with excitement and confidence.
Because this is a newly developing space, and some concepts and technologies may be unfamiliar, we have included a glossary with links to some relevent recent activity in the appendix.
ABC R+D http://rd.abc.net.au/
Table of Contents
THE EMERGING CHALLENGE. 6
It’s not as far away as you might think. 7
It’s a complicated space. 8
Mega trends 9
Exponential Technology 1010 10
Intelligent, aware and everywhere 11
The monitored and measurable self 12
The robots are coming… 13
More ‘natural’ and ‘human’ interfaces 14
Make no mistake, screens will still be everywhere 15
GLOSSARY OF TERMS 16
Virtual, Augmented and Mixed Reality plus Holograms! 17
Natural User Interfaces: Gesture, Voice, ‘Haptic’ Technology and EEG 22
The internet of things (IoT) and ubiquitous computing 26
Artificial Intelligence and Robotics 28
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20142014
20152015
2011
2015
2013
20132012
2015 2015
2013
2015
IN THE LAST 5 YEARS
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In the digital future five years ahead, how will the ABC stay relevant to emerging audience
behaviours around new technology and devices?
55 August 2015Research and Development
65 August 2015Research and Development
The emerging challenge.
Currently we are designing for a mobile multi-screen world and migrating every facet of our lives onto screens. Designers are focusing on perfecting screen interfaces and content makers are ensuring their experiences are available across as many screens and devices as possible. But there is a new frontier of digital experiences, just around the corner.
The things that we see in early emergence now - wearables, smart surfaces, the internet of things, virtual and augmented reality and artificial intelligence - are developing at such a rapid rate that soon we will have
to think about designing for more than just ‘click and touch’. Instead, we’ll also be designing ABC experiences “beyond the screen”.
The thing to think about is not, “Is this going to be an awesome, standalone experience? Will the Apple Watch be my new computer? It pretty clearly won’t. But how does it fit into this growing ecosystem of smarter and smarter devices? What does the watch mean in the context of me having a phone, tablet, smart home, desktop, and laptop? What’s the choreography among these devices? That’s the interesting and challenging question ahead of us.” - Josh Clark
75 August 2015Research and Development
It’s not as far away as you might think.
These emerging developments are more than market driven media hype designed to push up share prices. Huge strategic investment by the world’s most powerful technology companies is resulting in fast track development in several key areas. These are not just investments in computing; new content forms are already being developed and promoted in response to these.
In May 2015 alone, Google released smaller sensors, touch and gesture sensitive textile, and a Virtual reality channel. (Project Soli; Project Jacquard; Jump - 360 video channel).
Apple has announced they are entering the connected home space and substantial gains for voice recognition software (HomeKit, Siri for iOS9). Earlier in the year Microsoft revealed an augmented reality experience and headset (Hololens ), while Facebook bought Virtual Reality company Oculus Rift for US$2b dollars in late 2014.
This document is the first step in addressing how these recent technological developments like these may impact and influence future ABC experiences.
“Any technology that is going to have significant impact over the next 10 years is already at least 10 years old. That doesn’t imply that the 10-year-old technologies we might draw from are mature or that we understand their implications; rather, just the basic concept is known, or knowable to those who care to look.”
- Bill Buxton, Microsoft research lead
85 August 2015Research and Development
It’s a complicated space.
One of the difficulties of planning for the future is that it can be hard to pick the truly significant developments from the over hyped. To help us pinpoint the concepts that will matter, we’ve looked at the developments across a number of areas and identified some larger themes emerging from vast amount of concurrent development.
We call these ‘MEGATRENDS’. They are:
Exponential Technology • Ubiquitous, intelligent computing • Natural user interfaces • Big Data and the quantified self • Artificial intelligence
Each of them is contributing to three big shifts in user engagement around information, media creation and consumption.
1. The physical will become more digital - powered by smarted, connected devices, objects and environments.
2. Invisible design will emerge as technology becomes more seamless in day-to-day life.
3. More Human- technology will become people - centric, supporting existing needs and behaviours.
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PHYSICAL BECOMING MORE DIGITAL
Technology is smarter, connected devices, objects and environments
1INVISIBLE DESIGN Technology is seamlessly
interwoven into our lives
2Technology is people-centric and isn’t an end in itself
MORE HUMAN
3
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ExponentialTechnology10100
Intelligent,ubiquitouscomputing The rise of
Natural UserInterfaces
ArtificialIntelligence
Momentum
Capability
Hardware = cheaper, becoming easier to manufacture
Sensors and wifi chips = getting smaller, widely
available, easy to integrate
�e Internet of �ings
Beyond “click” and “touch”
Highly connected world
Future UI design - not limited to screens
�e world is the experience
Embodied cognition - the power of learning with our bodies
Deep learningMachine learningAdaptive computing
Not just gaminge.g. VR• VR JOURNALISM
• VR FILMS AND DOCOS
• VR CONCERTS
Human inputs - gesture, voice recognition, eye
tracking, haptics, wearables, neural inputs
Advancement of accessibili� & assisitve technology
Always “on”
Content as the interface
Richer, multimodal experiences
BigData
�e quantified self, the quantified environment = monitoring everything
Contextually aware computing
= more personal, tailored, “right time” experiences
“AI is helping us create more natural user interfaces… we need
future so�ware to listen, see reason and understand the user’s
context, intentions and goals.”
Bill Gates, Outcomes
“If you’re aware there’s a
computer there, we’ve failed.” Bill
Buxton on Invisible design
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Emergent and growing technologies.
PHYSICAL BECOMING MORE DIGITAL
Technology is smarter, connected devices, objects and environments
1INVISIBLE DESIGN Technology is seamlessly
interwoven into our lives
2Technology is people-centric and isn’t an end in itself
MORE HUMAN
3Mega trends
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Exponential Technology 1010
Moore’s Law, a computing theory from the 1970s, holds that processing power for computers can expect to double roughly every two years. Regardless of whether it continues to be true, by 2020 we’ll have seen an exponential growth in powerful computing.
“According to Dan Hutchenson, head of chip market research outfit VLSI Research, the market value of the companies across the spectrum of technologies beholden to Moore’s Law amounted to a whopping $13 trillion in 2014—one-fifth of the asset value of the world’s economy.”
We should think of this access to super fast processing in the context of four major technology shifts that are already happening. These incorporate a number of activity streams that are already shaping our future environment.
Right Media companies such as the NYTimes are already generating content for the Apple watch released in April this year. With “one-sentence stories, crafted specially for small screens”, they intend on increasing the reach of their news alerts to over 15 million devices worldwide. It will be interesting to see how NYTimes and others present news stories, once consumer news expectations and experiences evolve to include new immerse and ubiquitous technologies.
115 August 2015Research and Development
Intelligent, aware and everywhere
Phrases like ubiquitous computing and the internet of things have already entered our discussion around technology.The Internet of Things will soon be bigger than the PC, smartphone and tablet markets combined… 1.9 billion devices today, and 9 billion by 2018. Delivering services in real time, on demand and in the right context from the cloud is already part of the landscape of personal devices, sensors and location aware technology. As our built environments and objects begin to incorporate a more pervasive layer of sensory computing in themselves, our connected homes, buildings, vehicles and even just our stuff will allow for the seamless provision of information relevant to right here, right now - without much demand on us to tell it what to do.
Left IFTTT gives individuals control over the smart objects in their homes and offices in new creative and seamless ways. Currently no Australian media outlets are on this platform but ‘recipes’ have been created to automate smart lights, to react to media notifications (sports results, new stories), thermostats can automatically adjust to weather predictions and automated spreadsheet gives updates on senate voting for stories in the NYTimes.
Centre IKEA's Table for living prototype is part of their Concept Kitchen 2025 collaboration. The BBC are also looking into the use of ‘Unconventional Screens’.
Right Google Now. The right information at just the right time. Cisco recently projected 50 billion things will be connected to the internet globally by 2020, creating a $19 trillion (around £11 trillion, or AU$11.9 billion) ) opportunity for businesses around the world.
125 August 2015Research and Development
The monitored and measurable self
Phrases like ‘Big Data’ and ‘semantic analysis’ currently describe the market driven scraping of millions of search results and social media posts.
This will continue to be true, but in a world of wearable tech where bio-feedback is monitored and measured, our data profile is something more organic. As personal computing becomes more about creating the perfectly natural, contextually aware, personalised experience, our every move - every beat of our heart, becomes an available asset. Data ‘privacy’ will come to have a different meaning, as technology relies on our bodies to inform it.
Left A selection of fitness trackers currently on the market. Basics B1, Fitbot Flex, Nike+ Fuelband, Polar RCX5, Up by Jawbone.
Center Melon, a successfully Kickstarted EEG wearable, an activity monitor for your brain that teaches you about cognitive performance. Imagine if content could adapt to match your mood or improve it?
Right Nike Fuel concept. It aggregates your social media and quantified data.
135 August 2015Research and Development
The robots are coming…
Robot jokes aside, artificial intelligence - or the ability for machines to learn naturally, is currently the primary research agenda for the world’s top technology companies - including big hires of AI experts like Ray Kurzweil and Geoffrey Hinton, and purchases of advanced Deep Learning companies (Deep Mind).
Already present in our search engines and personal devices, it’s anticipated that by 2020, AI powered solutions will begin to have an impact on our labour market as intelligent machines are employed to undertake more and more complex activities.
Left June 2 2015: Apple’s Siri has new role in new ‘smart’ home systems.
Right Alice is an emotionally intelligent Caredroid that supports elderly at homes in the Netherlands.
Advances in AI are also driving the development of Natural User interfaces, with many new technologies utilizing ‘intuitive’ computers and user interfaces.
145 August 2015Research and Development
More ‘natural’ and ‘human’ interfaces
Our bodies are also beginning to inform the development of user interfaces.
‘Just pictures under glass’ has been used to describe the the most advanced of our current mobile technology, but these pictures are starting to push their way into our personal space through quickly developing technologies like Augmented Reality, projections, Holograms and Virtual Reality.
Supported by gestural devices and voice recognition softwares, the need to touch a button on screen will soon be a distant memory for some experiences. Using your body and physicality in a more ‘natural’ way to interact, will enhance the ability to learn by doing and free us from the limitations of interacting with a screen.
Left OPENNI2 + NITE2 is a game that uses Kinect sensors and Yappa OnenNI to teach player Japanese characters using embodied cognition.
Center Nintendo’s Wii Fit Plus, facilitates personalised fitness programs to suit user goals and abilities. With over 21 million units sold, there is a growing body of evidence regarding the use of Wii Fit as a rehabilitation tool.
Right The Philharmonic Maestro Project — an interactive installation that uses Microsoft Kinect technologies to let kids virtually conduct the ‘1812 Overture’ played by the BBC Philharmonic Orchestra with gestures.
155 August 2015Research and Development
Make no mistake, screens will still be everywhere
In fact, it’s estimated that the next five years will see over 3.7 billion people purchase their first smart device. In stark contrast, for many others single screen interactions will be a distant memory. Our connected homes, workplaces and public spaces, our wearable computers, and our intelligent multi-screen systems will become a complete ecosystem, feeding us content on the most appropriate and highest quality devices available. Who knows? At some stage we may even need to consider if altering our bodies will be the best approach for us as individuals to hassle-free, always-on, screenless lives!
It’s an evolution. As sensors allow for more natural human interfaces, we won’t need ‘click or touch’. Physical screens, and direct touch input, will make way for intangible forms of information display; from holographic projections similar to the Displair to more extreme forms of screenless display e.g. wearables such as retinal scan display or retinal projectors to transmit visual information directly into the eye. Even more intangible but definitely a reality, are synaptic interfaces. Although still experimental, these involve sending information directly to the human brain.
Left Displair is a 3D multi-touch screen technology that projects images onto cold fog made up of ultra fine water droplets, Right Avegant Glyph - Virtual Retinal display
165 August 2015Research and Development
GLOSSARY OF TERMSHere is a handy guide to some projects in development now along with descriptions of key terms to help with reading our report
165 August 2015Research and Development
175 August 2015Research and Development
Virtual, Augmented and Mixed Reality plus Holograms!Virtual reality (VR) refers to 360 degree immersive environments either captured using a 360 degree video camera or created using 3D modelling software. They are experienced using a special headset and headphones. The headset totally excludes your real environment. Instead the experience is like being in a fully formed ‘real’ world where you can look around you as you naturally would. VR can also be used in conjunction with gestural and ‘haptic’ (touch) feedback tools to give a more embodied experience.
Augmented reality (AR) layers digital content over your real life environment - usually as a layer of enhancement by information. AR also needs to be experienced through the medium of a device - whether it’s by viewing it through your phone, tablet or using lightweight headsets (i.e. google glass). The experience is more like being in the real world with projections that can only be seen through your lens.
Mixed reality (MR), sometimes referred to as hybrid reality blends the two.In MR your real and virtual worlds are blended. Physical and digital objects co-exist and can be interacted with in a seamless way. Imagine holding a tiny dragon in your hand and it flies away over your shoulder. You currently experience this using a headset with a camera input. It’s sometimes referred to as holographic computing.
Holograms are an old technology that record the light scattered from an object, and then projects it in a way that appears three-dimensional in the real world. You don’t need any medium to experience a hologram in the traditional sense. New holographic technology is being developed that projects 3D images from another location in real time and also holographic phone calls!
Reality–virtuality continuum, KZERO (above)
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GLOSSARY OF TERMS
185 August 2015Research and Development
VR
Oculus Rift (Facebook)
VR
Cardboard (Google)
VR
Project Morpheus (Sony)
Hong Kong Unrest (2014) Immersively Ltd
Oculus/WebVR
AR
Vuzix m100
AR
Smart eye Glass (Sony)
VR
Gear VR (Samsung)
VR
Vive VR (HTC)
AR
Glass (Google)
VR
Totem (vrvana)
MR
Magic leap
Millions March (2014) VRSE w Vice News VR
Oculus Rift/Gear VR/VRSE apps
Nepal Quake Project (2015) VRIdeo
Oculus
MR
Hololens (Microsoft) Demo
Harvest of Change (2014) Des Moines Register
Oculus
DMZ: Memories of No Man’s Land - (2015) Innerspace VR
Oculus Mobile/ Gear VR
A day in the life of Amani TdH VR (2015) - Wemersive w Terre des Hommes Google cardboard
Clouds over Sidra (2015) – VRSE w UN MIllennium Campaign and UNICEF
Oculus Rift/Gear VR/VRSE apps
What is Immersive Journalism? (2015 Interview with Nonny de la Peña)
Walking New York (2015) – VRSE w New York Times Magazine
Oculus Rift/Gear VR/VRSE apps
Hologram
Holus
PROJECTS LIVE IN 2015
JOURNALISM AND DOCUMENTARY IN VR
GLOSSARY OF TERMS
195 August 2015Research and Development
Beck: Hello Again (2013) Chris Milk
Oculus/Gear VR/VRSE apps
Jack White:Third D (2014) Jaunt
Oculus/Cardboard
Paul McCartney: (2014) Live and let Die Jaunt
Oculus/Cardboard
The Evolution of Verse (2015) VRSE
Oculus/WebVR
Black Mass (2014) Greg Plotkin w Jaunt
Oculus/Cardboard
Bjork: Stonemilker (2015)
Oculus
Windy Day (2014) Demo for Cardboard
Oculus Rift/Gear VR/VRSE apps
Catatonic (2014) Guy Shelmerdine w VRSE
Oculus Rift/Gear VR/VRSE apps
Lost (2015) Storystudio
Oculus
The Mission (2014) New Deal w Jaunt
Oculus/Cardboard
Henry (2015) Storystudio
Oculus
SNL 40th anniversary feat Seinfeld (2015) - VRSE
Oculus/Gear VR/VRSE apps
War of Words VR (2014) - BBC Durrant Hifle
Oculus Rift/Gear VR/VRSE apps
Sleepy Hollow VR (2014) Secret Location w Fox TV
Oculus
The Night Cafe (2015)
Oculus Rift/Gear VR/VRSE apps
Other space extra (2015) Paul Feig w Jaunt
Oculus/Cardboard
PERFORMANCES IN VR
ANIMATED SHORTS IN VR
LIVE ACTION SHORTS AND TV TRAILERS IN VR
GLOSSARY OF TERMS
205 August 2015Research and Development
Tuscan Villa demo (2013)
Oculus/Dive
Google Earth demo (2014)
Cardboard (Google)
Tuscany VR demo (2014)
Oculus w Razer Hydra controller
Vrideo 360 video channel
Oculus Rift
Orbulus (2015) Craftworks
Cardboard/Gear VR
Oculus Rex (2015) Aerys
WebVR/ Oculus
World of Comenius (2014) Tomáš “Frooxius” Mariančík
Oculus
Apollo 11 (2015) Immersive VR Education Ltd.
Oculus
Titans of Space™ (2015)by Drash VR
Oculus
Google Expeditions (2015)
Google cardboard
re/Live 360� YouTube video channel
Oculus/Android/WebVR
Pure land unwired (2015) RMIT Games design w UNINSW Oculus w Kinect
The North Face (2015) Jaunt w The North Face
Oculus/Cardboard
360 “EXPERIENCES” IN VR
EDUCATIONEDUCATION IN VR
GLOSSARY OF TERMS
215 August 2015Research and Development
Assent – Oscar Raby (2013) Australian content
Oculus
Along The Trail (2015) Panoptic Lab
Oculus Mobile/gear VR/needs Facebook
The Enemy (2015) Karim Ben Khelifa for MIT Open Documentary Lab
Oculus
Minecraft for Hololens (2015)
Enjoyable Interactions in the Rear Seat (2011-present) RMIT GeeLab
NASA Onsight for Hololens (2015)
Magic Leap AR office game (2015)
EXPERIMENTAL INTERACTIVE DOCUMENTARY IN VR
MAGICAL DEMOS FOR AR AND MR
Clouds (Interactive VR) 2015 Jonathan Minard and James George
Oculus
GLOSSARY OF TERMS
225 August 2015Research and Development
Natural User Interfaces: Gesture, Voice, ‘Haptic’ Technology and EEG Natural User Interfaces (NUIs) refer to any system that allows you to interact with a computer in a way that is intuitive to natural, everyday human behavior. As opposed to many screen based interactions where you need to learn a command to use the computer, NUIs are generally intuited and learned by ‘doing’.
Gesture based UIs These use sensors and cameras (or very recently radar) to track the movement of the body for interaction purposes - e.g. moving your arms and legs, or making a specific hand movement to control your interaction with the computer. Gesture is often used as the interaction mode for AR and VR environments.
Haptic UIs: Kinesthetic and tactile feedback Haptic technology refers to technology related to ‘touching’. Most often it is used to refer to tactile feedback technology which recreates the sense of ‘touch’ by using pressure or vibrations that can be received by our skin’s surface. Simple haptics that do this are in many devices (think vibrating touchscreens). Kinesthetic feedback refers more to the feeling of holding, manipulating or operating something. Advanced haptic UIs use both types of feedback (think haptic gloves). These UIs will be used in VR and AR experiences.
Eye tracking UIs use infrared micro projectors and sensors to identify where the human gaze is resting on a surface. Focus can be used as a point of interaction with the computer, literally allowing you to ‘be a wizard’ by making something happen with your stare. Eye tracking can be built into VR experiences to enable a hands free interaction.
Voice recognition refers to computer systems that recognise human words and can turn them into commands. This is old technology with many commercial applications, but has become powerful as a user interface with the development of Deep Neural Networking (Deep Learning) for acoustic learning. Smartphone assistants like Siri, Cortana, Google Now, as well as Skype Translator and Baidu are all based on Deep Learning.
EEG and mind control UIs Electroencephalography (EEG) headsets measure brain waves, which are the total activity of all your neurons firing to communicate. Because we can measure which brainwaves work when asked to do certain tasks, it’s possible to create user interfaces that are controlled by your mind. So you can instruct the computer, just by thinking about what you want to do. EEG UIs require a wearable to track the brain activity - usually a headband.
Embodied Cognition is a complex area in cognitive science but basically describes a scenario where the brain is just one part of our toolkit for understanding the world - and that our perception and physicality also influence knowledge acquisition. It could be simplified as ‘learning through experiencing’.
GLOSSARY OF TERMS
235 August 2015Research and Development
Kinect (XBox, Microsoft) Wii Fit Plus Leap Motion
iMotion (Intellect Motion) Cortana (Microsoft)
Project Soli (Google) Myo Band
OK Google (Google) Siri (Apple)
Melon Insight (Emotiv) Muse BBC Mind conrol TV
Gloveone VR
Tobii (Tobii AB) EyeTribe Fove
Xsens
Kiwi
SOME PROJECTS LIVE IN 2015
HAPTICS VOICE RECOGNITION
GESTURE
EEG
EYE TRACKING
245 August 2015Research and Development
Wearables and ‘Personal’ Technology Wearables or wearable technologies cover a huge array of devices that can be worn on the body. Generally, a wearable will have some form of sensor in it, be connected to the internet or other devices and will allow the wearer access to information in real time. Some have local storage and allow for input. (i.e. watches). Sensors include inertial measurement units (IMUs - i.e. accelerometers, gyroscopes, barometers) optical sensors, electrodes, chemical sensors , temperature and humidity sensors and microphones. Wearable sensors can be woven into textiles to create smart garments as well as incorporated into jewellery, bands, glasses and contact lenses.
Embeddables are microchips or that can be implanted into the human body to monitor and affect its biometrics. They can also be used for authentication or identification (RFID tags). Embeddables have been combined with wearables and personal devices to trigger an internal activity in the body. DIY embeddables are already popular with biohackers to perform simple functions using either RFID or magnets.
Biostamps or epidermal electronics are stretchable, bendable stick on microelectronics that can detect, monitor and transmit the body’s biometrics. they are sometimes referred to as ‘digital tattoos’ .
Smart Pills or ‘ingestibles’ are currently medical diagnostic monitoring systems or therapeutic technology that can be swallowed. They include micro cameras and sensors that can work with other wearable technology to monitor a patient’s health.
Biometrics in computing refers to all measurable data produced by the human body. This can encompass everything from heartbeats to body temperature to DNA sequences.
Biofeedback is the process of measuring physiological activity such as brain waves, heartbeats, breathing, muscle activity, and temperature to help train the body into controlling them.
Bioinformatics is the computational study of biological data.
GLOSSARY OF TERMS
255 August 2015Research and Development
Apple Watch Android Wear Sony Smartband Talk
Jawbone Nike Fuel Band
Sony Smartwatch 3 Moto 360
Garmin Tom Tom
Moff
Biostamp MC10
Nex Band
Magic Tee
Disney Magic Band
Smart Contact Lenses
FitBit
Filip
Google patent for wearable to zap Cancer
Electrozyme Cuff
Apple patent for smart earbud
Project Jacquard (Google)
LG Watch Urbane
Pebble
SOME PROJECTS LIVE IN 2015
FITNESS / ACTIVITY BANDS
SMARTWATCHES
OTHERS
GLOSSARY OF TERMS
265 August 2015Research and Development
The internet of things (IoT) and ubiquitous computing The Internet of Things (IoT) was a phrase coined in the 90s to describe a network of connected computers embedded within or on everyday objects. These objects can be programmed to collect data, communicate with each other and issue each other instructions. The definition of IoT also includes people (via personal devices or wearables) and animals (RFID trackers). These days people talk about the internet of things largely in terms of consumer products (i.e. fridges) but future applications will include things like building materials and organic environments.
Sensors In computing terms, sensors detect information about their environment and its changes and relay that to a computer as data.
Beacons are inexpensive, low energy bluetooth enabled transmitters that can communicate with personal devices nearby - most commonly smartphones.
Cloud computing means internet only computer processing: i.e. storing and accessing all your data and programs over the Internet instead of from your computer’s hard drive. The “cloud” is generally a very terrestrial bunch of power hungry giant server farms in third world countries.
Ubiquitous computing refers to the idea that computers are not discrete singular devices, but appear everywhere in the environment, in any format.
‘Seamless’ design refers to the concept of “deliberately ‘making invisible’ the variety of technical systems, artifacts, individuals and organizations that make up an information infrastructure”. (Ratto 2007). The idea is usually referred to in the context of ubiquitous computing environments.
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GLOSSARY OF TERMS
275 August 2015Research and Development
Nest Apple Homekit GE Link
Mr. Coffee Withings Home
Google Brillo IFTTT
Hue Aura
Flic
BBC Unconventional Screens
Estimote
NYTlab Project Julia (2013)
Gelo
August
Amazon Dash
Ikea Concept Kitchen (2015)
Microsoft Productitity Future Vision (2015)
Disney Infinity
Luna
SOME PROJECTS LIVE IN 2015
HOME HUBS AND CONNECTED OBJECTS
BEACONS AND SENSORS
CONCEPTS
GLOSSARY OF TERMS
285 August 2015Research and Development
Artificial Intelligence and Robotics Machine Learning is the science of building computers which can perform functions without being explicitly programmed. Computers that can teach themselves how to do something without a command, power services like web search, voice recognition and driverless cars. Machine learning programs look at data sets, then use patterns in that data to adjust their own parameters. Machine Learning is a type of Artificial Intelligence.
Neural Network In artificial intelligence research, a neural network is a system of programs and data structures that mimics the way the human brain works. A neural network usually consist of multiple processors operating in parallel, each accessing discrete data in its local memory. The network is given operational rules about data relationships and fed large amounts of data to assimilate. The network can then be programmed to behave in response to any external input or can initiate activity on its own in certain circumstances. This kind of research has been happening since the 1950s.
Deep Learning is an emerging field of artificial intelligence research that builds computers that can perform tasks like visual ‘recognition’ of faces or words in human speech. Deep-learning software attempts to copy the activity in layers of neurons in certain parts of the brain. The software learns - as a brain would - to recognize patterns in digital representations of sounds, images, and other data.
Virtual assistants or ‘concierge’ services are programs that help you manage your life, appointments and task lists, and undertake personal administrative tasks on your behalf. They understand voice commands (think Siri) and can be programmed to anticipate your requirements (Google Now) and conduct online transactions (Fetch). The current crop of assistants have generally been regarded as ‘dumb’ but big investment in AI is expected to produce a second generation of VAs that will genuinely be able to provide essential personal services.
GLOSSARY OF TERMS
295 August 2015Research and Development
Baidu AI Ray Kurzweil
Tempo IBM Watson
Viv the Global Brain Geoffrey Hinton
Darpa Robotics Challenge
Baxter - Low cost worker
Hololens demo virtual robot controls real robot
Nao
Cancer Fighting nanobots
Alice
Facebook AI
3D Printing Bridge
Musio
Building the Autonomous Machine - Navy Robots
Brain controlled robotic arms
Paro - Robot seal PaPeRo
Deepmind
Google Brain
SOME PROJECTS LIVE IN 2015
VIRTUAL ASSISTANT AI PROJECTS
ROBOTS
ROBOT COMPANIONS
Cortana (Microsoft) OK Google (Google) Siri (Apple)
GLOSSARY OF TERMS
305 August 2015Research and Development
DIY consumer products
Largest Cave On Earth Amazon Prime Air Nepal Quake Drone Journalism Lab
Crayon Creatures
Sense 3D Scanner GoPro Makerbot Digitizer Blackmagic Camera Zscanner800 Lytro
What kids can teach us about Tinkercad and the future of 3D printing
Yahoo Japan’s 3D Printer Helps Blind Children Search
the Web
NSW bushfire footage
Why Nasa wants kids to 3D print tools for astronauts
Bucaneer 3D Prnter Thingiverse
CNN footage of Syria
3D PRINTING
DRONES
CAMERAS AND 3D SCANNERS
GLOSSARY OF TERMS
315 August 2015Research and Development
IMAGESOURCES
315 August 2015Research and Development Confidential Please do not share without permission
325 August 2015Research and Development
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