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Trend DescriptionDescribe shortly what the change is all about in societalterms including: ”..change from.. to..” ” ..especially becauseof..” ”..Influencing on / resulting as..”Write also a hypothesis where it might go next.Driving Forces & Counter trendsList other trends and forces that push the trend forward.Use STEEP/PESTEC: Political, Economic,Social/Cultural, Technological, EnvironmentalSelect pictureVIsualization for the trend (﴾mark source)﴿People & ConsumptionDescribe who or what started the trend.Describe who or which factors are driving the trend forward.Describe who are affected by the trend and in what kind of context they live in.Discuss what the trend means to from people perspective.HIGH speed of change.MEDIUM speed of change.LOW speed of change.Key Words: Urban-‐Rular, Developing -‐Developed,Country/Region.Trend nameMaturity & Speed I Coverage & Context
Internet of things, Cyborgs,Wearables, Accessories, HybridsCybernetic or Cyborgs is an organism is a being with bothorganic and cybernetic parts. The beginning of Cyborgcreation began when HCI (﴾human-‐computer interaction)﴿began. There is a clear distinction between the human andcomputerized technology in HCI, which differs fromcyborgs in that cyborgs act out human functions.Driving Forces & Counter trendsAdvanced technologies, advanced studies in empoweringhuman abilities and skills -‐ Near Field Communication(﴾RFID)﴿ -‐ Inbuilt in Android & Window Phone (﴾not IOSthough)﴿ -‐ QR codes -‐ Needs downloadable apps, inbuiltto Windows Phone -‐ GPS, gyroscope, accelerometer forgestures & pointing. Bluetooth 4.0 -‐ Very low energyconnectivity with BTLE -‐ Capacitive patterns in physicaltoys. Google Glass -‐ Augmented reality with near-‐eyedisplays -‐ Disney Research Touché – Nanotechnology.People & ConsumptionThis trend will create new demand and consumption of media and entertainmentcontent -‐ It will also create demand for medical service providers who are able toplant cyborg parts to humans.HIGH speed of changeUrban, Developing, CountryTechnology as human extensionTrue Wearable, by PropellerGoogle GlassSamsungpaper screen Maturity & Speed I Coverage & Context
Living and CreatingVirtual RealitiesWith the development of superhuman intelligence, people will begin creating virtual realities, which will change the way entertainment is experienced -‐‑ There realities will be very close to real life experience, because of the advanced IT technology, and therefore very realistic -‐‑ People will be part of information networks that are connected everywhere and with everything -‐‑ By creating and living virtual realities, people can expand their experience of life, and also share their virtual realities with others. Driving Forces & Counter trendsTechnological development: born of superhuman intelligence -‐‑ Environmental: people still want to experience things, but travelling will be more dangerous and expensive -‐‑ Similar experiences can be experienced virtually -‐‑ Entertainment: Movie industry is already including this subject to movies -‐‑ Political: War -‐‑ Health: Virtual realities are found to be harmful? People & ConsumptionBirth of social media and real life role play games are a beginning of this trend -‐Also the accelerating speed of technological development -‐ Everyone will beaffected by the trend -‐ People will find ways to deepen their lives through virtualrealities. It could also become some peoples profession to create services forvirtual realities or to provide help to create new virtual realities -‐ People will sharethe virtual realities they created with their friends and this will become one form ofsocial network of being a human -‐ This trend will reduce the amount of servicesused outside the virtual realities and therefore alter the targets of consumption -‐People will buy services to enhance their experiences in the virtual realities. HIGH speed of changeGlobalLiving and Creating Virtual RealitiesGoogle GlassSamsungpaper screen Maturity & Speed I Coverage & Contexthttp://kootation.com/virtual-‐reality.htmlMatrix MovieMinority Report movie
Living and Creating Virtual RealitiesManifestation
http://www.playingiseducational.info/wp-content/uploads/2012/04/5-Senses.jpgSenses techsComputers can produce content for all 5 senses -‐ Sensescan be experienced through Internet -‐ Services can beprovided including content for senses (﴾smell, touch, seeing,feeling)﴿ -‐ Entertainment will use this trend to enhance themedia and entertainment content. -‐ Games will be highlyinteractive with more dimensions to play with.Driving Forces & Counter trendsTechnology: Touch tech development (﴾textures -‐ FeelScreens) - Market demand: Peoples interest to experiencenew things and marketers desire to produce newsuccessful business areas -‐ Globalization: With SensesTech people can be connected also physical experienceswith each other. People & ConsumptionIt will cause an increase in the sales of the technology providing theseexperiences -‐ Game and entertainment developers will have lot of new customers.MEDIUM speed of changeUrban, DevelopedSenses techsMaturity & Speed I Coverage & Contexthttp://dendeg.fi
How was the workThe most challenging phases were the categorization and evaluation: to know precisely which trendswere more relevant and do the prioritization. The topic is very interesting and everything looksinnovative and we were surprised how technology has been improving in such a short time.Technology can contribute even more for Media & Entertainment segments, it is easy fall in love andbe very intuitive and predictive.Almost all the information was gathered from the Internet, previous experiences, workshops andbooks. All content was collected individually and combined in a Prezi file. From there we’ve got a .pdf,which was printed, helping us to better visualized the content. Other method used was Internetqualitative questionnaire. We spread the survey around our friends and we got only 10 answers, thefew results were maybe because the amount of questions, mostly of all open to interpretation.However the results were fantastic. The trends titles were decided by the group during the second workshop. We looked for the mostreasonable names for the grouped data. It was clear that many trends referred to the same technologybut named in different way, i.e. wearables and tech accessories. Futures Thinking & Foresight Methodologies 01032