Download - Phil Mckinney a 20year Outlook 9739
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20 Year Outlook
Philip McKinney
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Rewind: 1987
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Freeze-frame: Today
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Fast-Forward: Tomorrow 2027
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What is going to change?
Social Dynamics Personal Entertainment
Intelligent Networks
Gadgets
Ubiquitous Content
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Social Dynamicsthe physical and
virtual worlds willblur[2015]
[2020]
[2025]
virtual collaboration
Globalization will drive the need for virtual
collaboration (leverage the best expertise wherever it
is)
Second Life communitiesVirtual environments will be highly usable,
personalized, and preferred for interaction and
community building for lifestyle and business value.
[2010] media experiences converge
Mediascape-like experiences enable the enhancement
of virtual entertainment overlays to physical world
scenarios for gaming and interactive tourism
virtual communities gain legal status
Virtual communities will gain recognition as distinctentities separate from the physical world with its
unique needs for rights, privacy and law.
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Personal Entertainmentmedia and
entertainmentwith noboundaries
[2007]
[2015]
[2020]
[2025]
smart TVs
Digital TVs are always connected and offer a
multitude of movie, music, gaming, and interactive
entertainment through new content providers.
smart house
Intelligent devices in the home will seamlessly interact
with each other and share personalities
content anywhere and any deviceContent will be dynamic and accessible via any deviceor multitude of devices wherever the users have a
desire.
entertainment at-will
Personal entertainment will be driven by desire withlittle or no consideration for time, location, context, or
technologyit just happens when we want it.
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Intelligent Networks[2010]
[2015]
[2020]
[2025]
always connected
Seamless sessions through smart hand-off between
overlapping network boundaries
federated networksThe Internet will be a concatenation of federated
networks with seamless access and content across all
network boundaries.
mesh networks everywhere
Anypoint-to-anypoint networks will be commonplace
providing peer-to-peer access to all content in cities,
communities, homes, and BANs (Body Area
Networks).
the pervasive network
All static, nomadic, and mobile entities will beconnected and able to interact in real-time. Interaction
will be people-people, machine-machine, people-
machine.
seamless alwaysconnectedconnectivity
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Gadgets[2010]
[2015]
[2020]
mobile broadband
Handheld and portable devices possess ubiquitous
connectivity to cellular and broadband networks.
the new personal computingPeoples new work+play lifestyles will incorporate
personal computing devices for all aspects: health,
finance, entertainment, business, communicating,
recreation.
strong-specific
While there may be a few multi-function (i.e., weak-
general) devices, most will be purpose built strong-
specific that will perform 1-2 functions in peoples lives.
[2025] cognitive devices
People will have numerous network-aware, behavior-
aware devices in their lives with interface and
interaction via natural speech and motor methods
without keyboards or mice.
always personalin all ways
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Ubiquitous Content
liquid media
[2010]
[2015]
[2020]
programmed and online content
Scheduled cable and broadcast programming is
increasingly offered online and over mobile networks.
open networksWalled gardens and closed/controlled networks have
migrated to open, QoS-aware, service-rich networks.
personalized advertising
Advertising is desired due to personalized, contextual,
and rich integration with main media and content.
[2025] on-demand content
Over-the-air broadcast content has been displacedlargely for unicast, multi-cast, and peer-to-peer content
with on-demand access. Scheduled programming has
given way to location and persona context awareness.
MusicMusic
MoviesMovies
TVTV
PhotosPhotos
GamesGames
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Contact for Phil McKinney:
Email: [email protected]
Blog: www.philmckinney.com
Podcast: www.killerinnovations.com
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