This document discusses emerging technologies and trends that will shape the future, as presented in a lecture by Phillip Allen. It outlines three forces driving change: 1) A shift from a "pull" to a "push" environment where information comes to users proactively. 2) Increased user engagement through more immersive and personalized experiences. 3) Rising mobility through improved devices and ubiquitous connectivity. Examples of future technologies discussed include augmented reality, virtual reality, personalized recommendations, pervasive computing, and mobile learning. The goal is to encourage thinking about how these changes will impact work, learning and daily life.
3. Phillip Allen MGSM Partnership Institute Manager Past Researcher Think Tank ABF Technology Industry Analyst IDC Masters eCommerce (eLearning) Deakin University PhD Australian Graduate School of Management Thesis – Technology Management and Innovation Economics Degree - University of Newcastle
4. Objectives Share vision of the future Encourage your thinking about the future Spark ideas Have a dialogue as we step through the presentation
5. Example of “Future Bias” Ford Nucleon, a nuclear-powered concept car developed by Ford Motor Company in 1958
7. We live in a “pull” environment That is, you visit Web sites and request information, products, and services The future is a “push” environment Push technology – environment in which information flow is two way and businesses and training comes to you with information, services, and product offerings based on your interests and learning profile Force 1: Push not Pull
8. 9-8 Changing Internet Traffic In the next 5 years mobile devices will increase 6-fold Networked content will increases 40-fold # commerce transactions growing 400-fold Trillions of devices communicating IT traffic is more unpredictable, more real-time More two-way, push not pull PullTraditional file and record-oriented payload Petabytes/Day Worldwide PushInteractive, upload-heavy payload
10. Did I break your concentration? The concept of attention is closely related to other important concepts such as anxiety, and motivation.
11. Yerkes – Dodson Law Performance Vs. Arousal High Low This suggests that too little or too much stimulation tends to be ignored by individuals Low Optimum High (distress) (distress) Boredom from Optimum Distress from Under-stimulation stress load overstimulation Yerkes-Dodson law (1908) Journal of Comparative Neurology and Psychology
12. Force 3: Mobility Better size Video andsharper displays GPS Thousands ofApplications Multiple input systems Increased storage More computing power
16. This isn’t spam or mass e-mail Businesses will know so much about you that they can tailor and customise offerings Future: Film Minority Report Personalisation Now: PersonalisationGoogle AdWords, Amazon
17. Virtual reality – three-dimensional computer simulation in which you actively and physically participate Uses devices Glove Headset Walker Virtual Reality
18. Second Life 3D virtual world where users can socialise, connect and create using voice and text chat
20. Now, you use keyboards, mice, touchpad Pervasive Interaction In the future, interfaces that can actually capture and use your real body characteristics - Voice - Iris scan - Others?
22. Online access, Maps and YouTube Mobisodes– short one-minute video clips of TV shows designed for viewing on a small cell phone screen or iPad Mobile eLearning