Download the Beyond the Screen

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15 August 2015Research and Development

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BEYOND THE SCREEN

ABC Digital Network

Document prepared by R+D Team, Melbourne, August 2015

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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.

It also describes some possible scenarios for the ABC. 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 relevant recent activity in the appendix.

ABC R+D http://rd.abc.net.au/

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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

Our process and who we talked to 16

MEDIA EXPERIENCES IN 2020 17

The future of Media Experiences 18

Future Media Opportunities 19

“Stories will come alive around me” 20

“I will feel the delight of interacting with and experiencing content using my body” 23

“My media services will know me” 26

“Content will work with my environment” 29

“I will create, share and consume content with others in entirely new ways” 32

NEXT PHASE 35

What to expect from Phase 2 36

EXECUTIVE SUMMARY 37

35 August 2015Research and Development

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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

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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

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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

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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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Apple

eaten

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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Research and Development

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

21º

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

95 August 2015Research and Development

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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.

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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.

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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.

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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.

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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.

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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

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Our Process and Who we Talked to

In our initial 6 week investigation, we’ve explored high level opportunities for future ABC digital experiences that could be relevant across various audience types. Using a human centred design process, we started by looking at what we know about core audience motivations in various media contexts. We then mapped these motivations against emerging technologies that could have potential for engaging media experiences in 2020, and considered whether user behaviours and contexts might change in this future.

The audience motivations used to envision this first set of opportunity areas are based on substantial prior research undertaken by the ABC around consumers of news and children’s content. We undertook extensive desk research and discussions with some local researchers and futurists, to gain a better understanding of early developments happening in Australia, and the future digital landscape generally. Finally, we involved various ABC audience experts and looked at ideas through the lens of future and existing ABC content.

Annabel Astbury

Head, Digital Education ABC

Ivana Rowley

Digital & Editorial Product Manager, Children’s TV ABC

David Glen

Executive Producer,Children’s Multi-platform, ABC

Dr. Ian Peake

Director of Govlab, RMIT

Angus Hervey

Co-founder Future Crunch/Manager Random acts of Kindness

Tane Hunter

Co-founder Future Crunch/Bioinformatics and Genetic Researcher

Grant Sherlock

Editor,News Digital, ABC

Raymond Van der Zalm

XP leadNews Digital, ABC

Michael Coburn

Technology, Innovation and Strategy Leader, Queensland University of Technology (QUT)

Dr. Kate Highfield

Digital Media Early Childhood Learning Advisor Institute of Early Childhood, MacQuarie University

Stefan Greuter

Centre for Game Design Research, RMIT

Dr. Floyd Mueller

Exertion Games Lab RMIT

Bianca Vallentine

Project coordinatorGames and Experimental Entertainment Lab (GEElab)

Dr. Flora Salim

School of Computer Science and IT, RMIT

Professor Jon McCormack

Director and ARC FellowSensilab, Monash University

Maxime Cordeil

Postdoctoral ResearcherSensilab, Monash University

Thomas Chandler

Postdoctoral ResearcherSensilab, Monash University

Dr. Jonathan Duckworth

Creative Interventions Art and Rehabilitative Technology, RMIT

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Research and Development

MEDIA EXPERIENCES IN 2020

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The future of Media Experiences

It would be hard to find a better example of “do or die” in the face of technology and audience shifts than for traditional media organisations and broadcasters in recent years. From the YouTube revolution to digital on-demand content to the growing expectation for personalised, contextually aware services driven by device ownership - media groups have had to meet the challenges of exponential technology with rapid adaptation.

We have no choice but to be flexible and responsive to change but it is to our benefit to also be proactive. A central aspect of this is thinking about the way we might design digital experiences and content in this new landscape. In relation to the megatrends we have outlined already, we need to think about how ABC audiences will interact with ABC content beyond ‘click and touch’. How will we stay relevant to their emerging behaviours?

The BBC and New York Times are two examples of media organisations approaching this challenge proactively and you will see references to their experiments in the following pages.

We’ve identified five key opportunity areas in this landscape that focus on audience experiences through the lens of this emerging technologies, design and audience behaviours. They are the Future of Storytelling, the Future of Digital Interaction, the Future of Personalisation, the Future of On Demand and Location Based Services, and the Future of Media Creation, Consumption and Sharing.

Above: A Space Odyssey, 1968, astronaut Dave Bowman with a tablet like device

“When designers think carefully about technology and how it intersects with timeless human needs, we can visualize powerful hints of our future long before a technology becomes widespread.”

- Danny Stillion Partner & Executive Design Director, IDEO

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195 August 2015Research and Development

“Stories will come alive around me”

“I will feel the delight of interacting with and experiencing content using my body”

“My media services will know me”

“Content will work with my environment”

“I will create, share and consume content with others in entirely new ways”

Future Media Opportunities

1 - FUTURE OF STORYTELLING

Our producers, storytellers and journalists will soon have the tools to tell a story as it might be experienced in reality - fully immersed in a 360 degree environment. Storytelling will become more sensory - at first visually and through sound with Virtual and Mixed realities, then ultimately through other senses like touch. This ‘physical’ immersion in a story will mean that people develop a deeper connection to narratives and themes.

5 - THE FUTURE OF DIGITAL INTERACTION

Our future interactions with digital media will feel intuitive and seamless, and allow us to use a broader range of our modes of understanding (visual, aural, spatial, tactile). Mixing physical interactions such as gestures and body movements with immersive technologies (like VR and haptic tools or AR and input from wearables or other sensors) will create great potential for more powerful embodied cognition.

3 - THE FUTURE OF PERSONALISATION

Intelligent computers that can learn from our behaviour will begin to take the personalised feed and micro-manage the level of customisation. As our daily habits and biofeedback are monitored, collected and analysed, AI directed content filtering based on daily routine will become the expectation. As we grow and age, these services will also reflect our capacity to understand with highly tailored, personalised and user-centric content to match our developmental, social and emotional milestones - from childhood to maturity.

4 - THE FUTURE OF ON DEMAND AND LOCATION BASED SERVICES

Ubiquitous and pervasive, the internet of things will mean that our work, play and home environments will become gradually more connected and responsive.

As we transition from smart devices, to smarter wearables, to smart, always on, surfaces and products - our content services will travel with us and become available on demand, in the context of most convenience for now.

5 - THE FUTURE OF MEDIA CREATION, CONSUMPTION AND SHARING

We’ll be empowered to make, share and consume rich, interactive stories and media with friends and family anywhere, through new forms of connected, cloud-driven content, maker tools and virtual social experiences.

From watching a breaking news story as it is written, to sharing and watching it with family via VR in Paris, to playfully painting or sculpting with gestures and haptics in AR, or using advanced 3D printing to make just about anything!

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205 August 2015Research and Development

SYRIA

IRAQ

FUTURE OF

STORYTELLING

“Stories will come alive around me”

Our producers, storytellers and journalists will soon have the tools to tell a story as it might be experienced in reality - fully immersed in a 360 degree environment. Storytelling will become more sensory - at first visually and through

MEGATRENDS

TECHNOLOGY10100, BIG DATA

sound with Virtual and Mixed realities , then ultimately through other senses like

touch. This ‘physical’ immersion in a story will mean that people develop a deeper connection to narratives and themes.

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215 August 2015Research and Development

Imagine visiting a refugee camp in Jordan. If you physically experienced the day to day reality for thousands of families, would it change the way you saw the war in Syria? If you were able to stand in the middle of the Colosseum exactly as it was in 70 AD, would the past seem as vivid as life now to you ? One of the greatest opportunities that today’s emerging immersion technologies represent, is the chance to create ‘deeper’ engagement for the viewer. The development of VR, AR and 360 video cameras, although in their infancy, will allow us to be ‘on the spot’ in a way regular video cannot convey. For fictional worlds we can create high resolution 3D simulations that will allow us to suspend disbelief and feel like we are really there.

BY 2020You can experience current affairs journalism and documentary, be in a live studio audience or watch a spellbinding animation by immersing yourself in a VR recording. Live streaming video may mean that sometimes you can experience breaking news or a live event as it unfolds and the release of consumer grade 360 cameras will mean Youtube might contain hundreds of immersive versions of these. Story experiences will be presented in visually rich, interactive VR spaces, and 3D holographic AR projections that impose a virtual world over our environment (e.g. living room, bedroom, classroom). When combined with gesture, 3D virtual and mixed reality worlds will let us move around and interact with objects for our education and amusement. Over time as video processing becomes advanced enough to build a convincing real time virtual world around you, it may allow you to navigate real world surroundings in this unconstrained way.

IS THIS FOR REAL?You can visit that refugee camp now. Chris Milk and Aaron Koblin’s production company VRSE made “Clouds over Sidra” , a short documentary about life for millions of syrian refugees. VRSE also produced a short film for VICE media, Millions March - a live recording of the New York protest march, and Walking over New York, a project with the New York Times in early 2015. You can also visit virtual worlds like Ancient Rome; there are a number of demos for virtual reality that visit

real and fictional places across time and space - take a field trip to the surface of Mars with Google Cardboard Expeditions for instance. Or play Oculus Rex in web VR to feel what it’s like to drive a car through Jurassic Park while you’re being chased by a T-Rex. To get a sense of what opportunities gesture and VR present for education try The World Of Comenius , - a virtual infoverse that’s available now, driven by Oculus Rift and Leap Motion. And just for fun watch a preview of Henry , an up and coming VR kids movie made by ex-Pixar and Dreamworks animators.

VR techn21ology in particular has had huge investment in the last 12 months, and it’s not just for games; At the time of this report, Google have just announced a partnership with GoPro to release Google Jump - a consumer grade 360 camera for VR experiences, while last year Facebook founded StoryStudio, a high profile animation production house to support its 2.1 bn purchase of Oculus Rift. Samsung and HTC have also both entered the live market with prototype VR headsets priced for developers and Sony’s Project Morpheus is in development for Playstation next year. Big MR (mixed reality) technologies seem a little further away from consumer ready, but the demonstrations that Microsoft Hololens and Magic Leap have already released are truly revolutionary.

“Stories will come alive around me”

FUTURE OF

STORYTELLING

MEGATRENDS

TECHNOLOGY10100, BIG DATA

Clouds over Sidra

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225 August 2015Research and Development

Women And slaves

Citizens andSoldiers

ROMAN ARCHITECTURE

PLAY

SEATING AT THECOLOSSEUM

Aureus of Augustus, the first Roman Emperor.

ROMANEMPERORS

Which column is not Roman instyle?

A

B

C

“Stories will come alive around me”

FUTURE OF

STORYTELLING

MEGATRENDS

TECHNOLOGY10100, BIG DATA

IMAGINE THE ABC

Our quality current affairs content such as 4 Corners, Foreign Correspondent or Landline would be suited to a fully immersive format similar to content already being made now. From a story on Antarctica to the closure of an Aboriginal community, to the aftermath of a flood in Queensland - here VR can make the experience of a story immediate and powerful. Animations and short fictional narratives will naturally find a 360 format, either as a viewable immersion, or ultimately as an interactive projection. For instance the future equivalent of a children’s TV show might include a magical MR experience. Play interact and talk to Jimmy Giggle, Hoot and their friends in the physical space of your living room.

Other media organisations are already starting to experiment and publish in the VR space so it’s time to start thinking about cost effective trials we can run.

The World Of Comenius Oculus Rex

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Our future interactions with digital media will feel intuitive and seamless, and allow us to use a broader range of our modes of understanding (visual, aural, spatial, tactile). Mixing physical interactions such as gestures and body movements with

immersive technologies (like VR and haptic tools or AR and input from wearables or other sensors) will create great potential for more powerful embodied cognition.

PRINTING

HEALTH STORY

Levodopa, Parkinsons

disease drug

3DPrint

88

LCE

50

Stalevo,Parkinsons disease drug

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RELATEDAWARDS

KEYPEOPLE

RELATEDSTATISTICS

STORYARCHIVE

AT THISLOCATION

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Parkinsons before and afterLevodopa

FUTURE OF

DIGITAL INTERACTION

MEGATRENDS

BIG DATA, THE RISE OF NATURAL USER INTERFACES

“I will feel the delight of interacting with and experiencing content using my body”

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245 August 2015Research and Development

In the next five years, problem solving, playing, understanding complex issues, learning about real world scenarios, spaces, places, people and objects will be amplified through more advanced embodied technologies. Our digital experiences will be driven by a broader range of natural physical interactions than just “touch”, and they will be ubiquitous. We’ll interact with digital content in ways that are much more closely aligned to how we physically interact with the world.

BY 2020We’ll feel powerful control over our experiences with content, commonly using our voices, hands and bodies to manipulate tactile, virtual objects, spaces and information. For example - gestural controls may be combined with 3D images in projections, holograms, or even VR or AR, to allow us to simulate pulling apart and re-arranging various pieces and elements of something as complex as a human heart. Before long, significant advancements in haptic feedback will also allow us to feel as though the heart was literally in our hands.

We’ll also have more sophisticated forms of tangible technologies that blend the physical and digital world in highly complex ways. Imagine being able to physically control filters in an augmented data visualisation which uses data from your personal carbon footprint each day and see the long term effects projected in the world around you. Combining the use of gesture-controlled AR visuals with wearables, smart objects and smart environments (such as your home, workplace and form of transport) could make this feasible.

These new forms of “learning by doing” will bring greater immersion, more memorable engagement and enable easier understanding of complex concepts (e.g. “cause and effect”, the scale of objects and spatial context, how things work).

IS THIS FOR REAL?News organisations like New York Times and BBC are experimenting with simple gesture based interaction, but use of gesture technology to train people in complex tasks has also been happening in many industries; including healthcare, military and engineering. The public availability of SDKs for cheap consumer technology such as Microsoft’s Kinect and Leap Motion (top left) has meant universities, labs and developers have turned these devices to many educative and assistive purposes. Meanwhile Project Soli, (top right) a radar based gesture tool that looks set to revolutionize gesture based UIs, has just been demo-ed by Google. In 2013, Apple bought Kinect sensor pioneers Primesense for $350 million - looking ahead to gestural interfaces for iPhone and the Apple Watch. Apple’s Taptic Engine developments also indicate their strong investment in the future of haptic interfaces.

Combined with the possibilities for AR evidenced by early demos of Microsoft’s Hololens and Google’s Magic leap, we could expect to see gesture and haptic response mixed reality interactions across a number of contexts in the next 5 years. Researchers led by Peter Schreiber at the Fraunhofer Institute for Applied Optics and Precision Engineering IOF in Jena, Germany, say they’ve created demonstration models of data glasses that would be much smaller and less obtrusive than the specs available now.

FUTURE OF

DIGITAL INTERACTION

MEGATRENDS

BIG DATA, THE RISE OF NATURAL USER INTERFACES

“I will feel the delight of interacting with and experiencing content using my body”

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255 August 2015Research and Development

BUILD ABODY

SkeletalSystem

BIO

LOG

YMINDFULNESS

BREAK

SOLARSYSTEMASSIGNMENT

PHYS

ICS

Find and identify constellations

PEGASUS

LEO

VOLUME VESSELSEXPERIMENT

SCULPT A VESSEL

REPEAT TEST

10.30

11.30

IMAGINE THE ABCWhat if Catalyst allowed you to handle and manipulate a piece of zoomed in nanotechnology to understand how it looked or functioned? As a science and education media provider, we could provide tools for people to explore discoveries in areas such as genetics, biology and engineering. The future of news graphics could also be more personal. Imagine watching an ABC data journalist as they traced a story using data then handed it to you to experiment with. Or, if Behind The News produced a rich, VR data visualisation that allowed you to step inside the Australian parliament, and find out how federal elections and our voting system work by adjusting content and filters to determine who gains the seats and the overall balance of power?

“I will feel the delight of interacting with and experiencing content using my body”

FUTURE OF

DIGITAL INTERACTION

MEGATRENDS

BIG DATA, THE RISE OF NATURAL USER INTERFACES

LumoPlay Elon Musk’s Space X Leap prototype

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265 August 2015Research and Development

“My media services will know me”

Intelligent computers that can learn from our behaviour will begin to take the personalised feed and micro-manage the level of customisation. As our daily habits and biofeedback are monitored, collected and analysed, AI directed content filtering based on our mood and our daily routine

will become the expectation. As we grow and age, these services will also reflect our capacity to understand; with highly tailored, personalised and user-centric content to match our developmental, social and emotional milestones - from childhood to maturity.

Heart rate:Relaxed

Mood detected:Positive

Recent Comments:

“�is article should be compulsory reading for

politicians and economists. Mainly

politicians.”

Recent Shares:

“If prices climb for another 40 years as they have for

the past 25, a typical Melbourne house will cost $5

million.”

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SUGGESTED STORYFOR YOU

FUTURE OF

PERSONALISATION

MEGATRENDS

BIG DATA, ARTIFICIAL INTELLIGENCE

Page 27: Download the Beyond the Screen

275 August 2015Research and Development

Wearable personal technologies are developing alongside powerful search engines and aggregators that provide relevance based on a profile constructed from our past online behaviour. The next evolution in personalisation will include artificially intelligent aggregators that can learn about your activities, preferences and habits based on what your body is telling them now; your personal bio-profile collected from wearable sensors will help them deliver the content that is most suited for the unique you at that time. This will create smart eco systems that facilitate activities and learning that are location based and “right-time”- whether it’s your breaking news service, or your kid’s education.

BY 2020Relevant personal ‘micro’ updates will soon be an intrinsic part of any virtual assistant service. Content recommendation services will be smarter and more accurate as they are powered by more intelligent machine learning systems, and will understand how much you know about an issue, so they can update you with information appropriately. These intelligent systems will make wearables more useful and integrated with our environment. The next generation will experience this as ‘natives’. Reminders, alerts and activity based information will combine with customised content delivery based on timing and location. This could radically influence education. Adaptive learning services could be used by teachers to contextually present kids with the learning information they need right now, based on their progress.

As the chips that power them become tinier, and battery technology becomes sustainable, wearable tech will also become a ubiquitous part of getting dressed for many in the developed world. Biometric garments measuring basic human functions will mean your physical status can measured and analysed continually. Body authentication will mean that your personal identity can be confirmed by the systems you subscribe to. Intelligent systems will be able to assess your health and physical context and prompt you with suggestions as to services they can provide. EEG technology, now in it’s infancy will develop until mood based assessment might prompt suggestions for an ‘enhanced day’ based on what your physical AND emotional state is best equipped to handle.

IS THIS FOR REAL?Media companies are starting to respond to the challenge of wearables to content. The NYTimes and BBC are already experimenting with publishing ‘micro’ headlines for watches. Also a glimpse of how highly customised learning content might support the future of education is adaptive learning software Knewton (top left) - designed to enable differentiated learning and instruction so that teachers can personalise coursework for every student in every class.

We’ve seen the first generation of wearables with fit bands then Apple watch and Android wear, but the next generation will be smarter with both Google and Apple currently investing heavily in artificial intelligence and voice recognition development. Google Now creates a personalised daily activity profile that responds to your location and time of day with appropriate information. IBM’s new Watson Health unit aims to analyze personal health data collected from wearables using its Watson artificial intelligence system. They have teamed up with Apple to collect health data from iOS apps that are built upon Apple’s HealthKit (top right) and ResearchKit software frameworks. Meanwhile, companies like AiQ Clothing, Hexoskin and OMsignal are creating biometric garments that measure body vitals and Google has partnered with Levis on project Jacquard - to create a pair of literal ‘smarty pants’.

“My media services will know me”

FUTURE OF

PERSONALISATION

MEGATRENDS

BIG DATA, ARTIFICIAL INTELLIGENCE

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285 August 2015Research and Development

“My media services will know me”

A

B

PLAY

5 SPOONS

“It’s a brave new world of augmented reality devices. And Google contact lenses are the next major stop along the way.”

- Wyatt Investment Research

IMAGINE THE ABCThe ABC’s breadth of content and deep coverage from multiple sources will help us support a personalised experience. For news stories, recommendation engines can identify when you are unfamiliar with an issue and give you a backgrounder, or supply multiple angles on a particular story, or history from our archives. When it comes to creating our news content, it’s more than just writing micro headlines (although we’ll need to do that too). Approaching our content strategy for a landscape of personalization recommendation and and diffused presentations requires thinking about content as modular, flexible and portable - with highly structured data, some of which will have new applications. For instance, how shall we tag stories for ‘mood’ to provide a personal news service to someone who is a ‘newshound’ in the morning but overwhelmed by 6 pm?.

Our creative content for both kids and adults can stand out due to our brand identity as trusted, quality content. Imagine an ABC Kids character like Hoot as a playful virtual assistant - it would know a child’s age, their favourite kinds of things (objects, places, people, activities, interests, hobbies) and serve up content and experiences appropriate for their age and developmental stage. As the child grows, the service adapts and changes to their habits and needs, offering trusted, safe content in a highly personalised, connected world abundant with content services for kids.

FUTURE OF

PERSONALISATION

MEGATRENDS

BIG DATA, ARTIFICIAL INTELLIGENCE

Page 29: Download the Beyond the Screen

295 August 2015Research and Development

New research shows coffee can fight stress

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“Content will work with my environment”

Ubiquitous and pervasive, the internet of things will mean that our work, play and home environments will become gradually more connected and responsive.

As we transition from smart devices, to smarter wearables, to smart, always on, surfaces and products - our content services will travel with us and become available on demand, in the context of most convenience for now.

MEGATRENDS

INTELLIGENT, UBIQUITOUS COMPUTING, EXPONENTIAL TECHNOLOGY 10100, BIG DATA

FUTURE OF

ON DEMAND AND LOCATION BASED SERVICES

Page 30: Download the Beyond the Screen

305 August 2015Research and Development

On a typical morning you wake up, step into the shower and hear the news through the house audio system. You get out, and drying off you tell your watch to send updates about the floods in Queensland where your mother lives. Go down for coffee, and the first relevant story is appearing on your kitchen display. Your 7 year old is watching an ABC animation on youtube. You’re late for school drop off so you hit pause - she can pick it up in the car When smart personalised wearables start to merge with our connected homes, cars and workplaces it allows for ‘seamless’ computing - we will more effortlessly transition between interactions with different computers as we move about, and they can anticipate our needs.

BY 2020In five years it’s estimated that the ‘internet of things’ will be worth more than the PC, tablet and smartphone markets combined and 50 billion things will be connected to the internet globally. We can also expect to see virtual assistants and concierge systems with significantly more intelligence integrated into all our personal devices. All these connected devices communicating to a central repository of knowledge will know exactly what to do when you walk up to your front door. Unlock it and stream ABC news 24! Further down the track, driverless car commuters may provide a significant audience for both news and entertainment content. Sitting in the car on a long journey, kids might be captivated by immersive, adventure-based AR stories and games that relate to their current location or where they are heading to. Imagine rich, engaging, virtual experiences from the cloud, on demand, anywhere, anytime.

IS THIS FOR REAL?The connected home is a near reality with small cloud connected smart products like Nest (top left) devices and Amazon Echo already available in the market. At the time of writing a new version of Apple Homekit has been released allowing iCloud support for accessory developers and Apple Watch and ‘continuity’ already allows for a transitional experience between iOS devices. Both the BBC and NYTimes have investigated the internet of things with prototype media experiences as part of their research and development programs.

Cheap proximity based connectivity is already in use. Gelo combines use of beacons and smartphones to facilitate treasure hunts for kids in real world spaces like museums or art galleries. Similarly Estimote, backed by IDEO, is currently focusing on commercial applications but would be perfect for enhancing location-based learning, play and information. (top right)

On the smart ‘personal assistant’ front, both extended Siri and Google Now on tap represent significant advances in artificial intelligence for mobile devices in the last 12 months - advances that AI experts like Ray Kurzweil, and voices of caution Elon Musk and Bill Gates predict will only continue.

“Computing should be ephemeral and should fade into the background. The world is the experience. The experience of a product shouldn’t compete with the world. At the best it can provide timely information to be connected to the moment you’re in. Our goal is to create experiences as short as possible, as fast as possible.”

- Hayes Raffles - Google head of interaction research

“Content will work with my environment”

FUTURE OF

ON DEMAND AND LOCATION BASED SERVICES

MEGATRENDS

BIG DATA, ARTIFICIAL INTELLIGENCE

Page 31: Download the Beyond the Screen

315 August 2015Research and Development

“Content will work with my environment”

MEGATRENDS

BIG DATA, ARTIFICIAL INTELLIGENCE

FUTURE OF

ON DEMAND AND LOCATION BASED SERVICES

IMAGINE THE ABC Opportunities exist for the ABC’s role as a trusted authority in an increasingly connected environment. As video on demand becomes “I can ask my service for anything”, it will learn that I like certain people and offer their services more regularly. ABC News, RN, Leigh Sales, ABC Kids or ABC Splash could become ‘household’ names, in a very specific sense!

The role of the media ‘personality’ and our trusted brand may have considerable resilience in this environment.

The ability to create experiences using home assistants, sensors and wearables could revolutionise kids content. Imagine story-time with ABC brands like Play School or Giggle and Hoot using AR projections, gestural interactions, toy initiated playlists (where you can place Humpty or Hoot on an interactive pad to trigger their particular stories) songs and activities in a visually rich, projected story world. Your Humpty or Hoot toy might watch over you in bed at night and use sensors and voice recognition to detect when you wake up and then tell you a little story to help you get back to sleep.

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325 August 2015Research and Development

“I will create, share and consume content with others in entirely new ways”

We’ll be empowered to make, share and consume rich, interactive stories and media experiences with friends and family anywhere, through new forms of connected, cloud-driven content, maker tools and virtual social experiences. From watching

a breaking news story as it is written, to sharing and watching it with family via VR in Paris, to playfully painting or sculpting with gestures and haptics in AR, or using advanced 3D printing to make just about anything!

Sensor written

and crowd curation

Biometricresponses

For content and news feed

Playback report via VR, AR, holographic display or projection depending on availability

SMART STORIES

GESTURALREMIXING

SMARTPLAYBACK

FEEDBACK VIA

CROWD-SENSING

MEGATRENDS

TECHNOLOGY10100, THE RISE OF NATURAL USERINTERFACES

FUTURE OF

MEDIA CREATION, CONSUMPTION AND SHARING

Page 33: Download the Beyond the Screen

335 August 2015Research and Development

In the not so distant future we’ll consume and share virtual stories and ultra-immersive, tactile experiences (e.g. live VR streams and shared AR spaces). Advanced forms of multi-location play and collaboration will allow friends, colleagues and family in any location to see, hear and feel our own experiences, deepening and enriching personal connection. We’ll have new kinds of maker experiences through 3D scanning and printing, VR, AR and MR maker tools. Our wearables and smart environments will push social media far beyond just a ‘share’ button.

BY 2020We’ll be able to share live VR streams of powerful news stories, world events and performances, and immersive, creative AR spaces featuring our own stories and content made with tools like Minecraft. Live commentary and social interactions will also happen in these new kinds of virtual shared spaces (e.g. VR music concerts), and increasingly through advanced wearables which will seamlessly connect with a myriad of other personal devices and smart objects. Proximity based sharing will more intelligently share location relevant information (e.g. news, history, entertainment), and public forums may develop ‘flashmob’ style as people identify their social interests more easily through their wearable and personal devices.

There’ll be huge potential for new kinds of immersive “make and share” experiences specifically designed for children. Imagine kids learning to milk a cow and then make cheese in a VR simulation with haptic tools so they almost feel the experience as if it were real. Or they could bake virtual cakes for a virtual birthday party, for a combination of guests in the same room as them and friends across other venues who join in virtually. Wearables may also offer kids new kinds of inspiration for story creations - e.g. create a “day in the life” story based on the activities of a firefighter, nurse or sportsperson wearing biometric garments.

IS THIS FOR REAL?

“Oculus has the potential to be the most social platform ever. Immersive, virtual and augmented reality will be part of people’s daily lives.” - So said Mark Zuckerberg when Facebook acquired VR startup Oculus Rift in 2014, and recent successful experiments by the company and researchers at USC, mapping 3D avatars to life human facial gestures reinforce the idea that social interaction is one direction where the platform is headed. An interesting example of MR social campaigning was a recent activist movement in Spain that saw the world’s first holographic protest (top left) against anti-gathering laws. people scanned their hologram individually, combined them into a crowd then projected it in the streets of Madrid.

Medium (top right), along with the scale of older blog platforms such as Wordpress, Tumblr and Drupal show a shift from being a consumer to a creator of content. It is estimated that there are over 227 million blog accounts world wide.

“I will create, share and consume content with others in entirely new ways”

MEGATRENDS

TECHNOLOGY10100, THE RISE OF NATURAL USERINTERFACES

FUTURE OF

MEDIA CREATION, CONSUMPTION AND SHARING

Page 34: Download the Beyond the Screen

345 August 2015Research and Development

IMAGINE THE ABC

What if ABC local was a collaborative experience? The sharing and updating that happens at a hyperlocal level between friends and communities can be greatly enhanced by smarter, more connected devices. In this environment will the role of local public media be to harness communal energy and distill the stories from the cloud of information? Likewise, a shared VR experience could capture the imagination. Feeling like you are in the audience for Q and A no matter where you are would be a unifying experience - try watching some recent trials with Saturday Night Live on Oculus VR to get a sense of how it works. These formats suit the ABC’s position as a facilitator of the uniquely Australian voice. If we don’t become active in these spaces then we run the risk of missing the conversation.

“I will create, share and consume content with others in entirely new ways”

MEGATRENDS

TECHNOLOGY10100, THE RISE OF NATURAL USERINTERFACES

FUTURE OF

MEDIA CREATION, CONSUMPTION AND SHARING

A future version of Play School Art Maker might allow kids to 3D scan objects in their house and add them to the library of elements they can use in the app, or 3D print figurines of their favourite Play School toys in various costumes, or their favourite presenters. They could 3D print things made by the presenters, or their own Art Maker creations which are then featured on the show! A VR or AR version of Art Maker could allow kids to feel like they are on the set of Play School where they can gesturally paint and draw, or virtually create and share voiced animations with others also playing in the space.

IS THIS FOR REAL?Get a feeling for what it might be like to play Minecraft with something like Microsoft Hololens (top left). In 2020 you’ll be able to bring your Minecraft worlds alive by projecting them onto any physical space around you and transform your real world with your fantastical inventions! Use voice and gesture controls, collaborate and share by inviting other players into your world and or join theirs.

OnSight, a program developed for Microsoft HoloLens by NASA lets scientists explore a Mars virtually using data collected by the Curiosity rover. Scientists in different locations can join the session remotely and collaborate, appearing in each other’s HoloLens as humanoid avatars (top right) .

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Executive Summary

Beyond the Screen

Planning the future of the ABC media experiences

What is this?This initial research report is an introduction to thinking about opportunities and challenges created by several emerging technology trends, and shifts in design and audience engagement around information, media creation and consumption. The next generation of digital experiences involve interactions with digital content beyond ‘click and touch’ - hence ‘Beyond The Screen’. Think of this as a primer to help you help you start shaping future ABC media experiences. It’s designed for ABC executives, strategists and content makers.

Why read it?It can be difficult for busy people to track rapidly emerging technology developments in the media and to determine which ones will be the most relevant. We have tried to provide a useful overview of some trends of significance for those unfamiliar with the emerging technology space. We have also included some ‘future casting’ designed to spark discussion, creative forecasting and ultimately interrogation of the issues; so that we can approach the technology landscape of 2020 with excitement and confidence.

What’s in it?Our first ‘Beyond the Screen’ report consists of the following sections:

MegatrendsAn introduction to key technology-based trends and shifts we think will start to impact on ABC audiences in the next 5 years. To help us pinpoint the concepts that matter most for us, we looked at market investment and developments across a number of concurrent areas and identified some broad themes. We’ve called these ‘Megatrends’. They are: Exponential Technology • Ubiquitous, intelligent computing • Natural user interfaces • Big Data and the Quantified Self • Artificial intelligence

The ABC Media Experiences in 20205 high level opportunity areas that focus on the audience experiences through the lens of this emerging technologies, design and audience behaviours. They include the Future of Storytelling, the Future of Digital Interaction, the Future of Personalisation, the Future of On Demand and Location Based Services, and the Future of Media Creation, Consumption and Sharing. Each scenario includes a rationale, real world examples and envisioning.

Glossary of terms and 2015 projectsTo aid with understanding what may be, for some, unfamiliar territory we have included explanations of key terms used in the report. In addition we have included an extensive list of relevant projects in 2015 (with links) for those who wish to do further research.

About this reportBeyond the Screen was produced over 6 weeks and is based on extensive desk research and a human centered design (HCD) ideation process. HCD means starting with what we know about existing needs, behaviors and preferences at the core of our audiences. When you are unsure about what direction technology will take, it makes sense to use ‘audience’ as a starting place to identify opportunities, rather than specific technologies . We used these techniques to do high level opportunity mapping based on substantial prior research undertaken by both R and D and other areas of the ABC into audience motivations. We involved the ABC’s audience experts from news digital, ABC Kids and ABC Splash in this process. We also spoke to some researchers and futurists, and visited labs that were accessible to us in Melbourne in the short timeframe to help build a picture of early development around these technologies happening in Australia.

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Research and Development

IMAGESOURCES

365 August 2015Research and Development

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