Showing posts with label next generation. Show all posts
Showing posts with label next generation. Show all posts

Tuesday, 24 February 2015

This Virtual-Reality Headset Will Change Everything

This Virtual-Reality Headset Will Change Everything
Earlier this year, Facebook bought a virtual reality company called Oculus for $2 billion.

Oculus came to BI's big conference, Ignition, this year. They bought the latest version of their VR headset.
It's very hard to describe what it's like to use Oculus.
You put the headset on (over your glasses, if, like me, you need t0), stick a pair of earbuds in your ears, and suddenly it feels as if you are in another place.
For example, you might find yourself standing against a rail at the top of a very tall building in a rainy city at night. Look over the rail below you, and cars are moving on the streets. You can walk around the platform, and the world changes relative to you just as it does in real life. If you are afraid of heights, your palms will start to sweat and you will become as uncomfortable as you would be in real life.
When I was wearing the Oculus headset, I kept thinking about a 1995 movie from producer James Cameron called "Strange Days." It features a technology people can use to "jack in" or "wire-trip." They put a bunch of wires on their heads, and suddenly it feels as if they are in someone else's body, someplace else.
Oculus almost feels as if you are "jacking in."
The experience is so incredible that I'm now certain that Oculus VR, or some other VR technology, is going to change the world in humongous ways.
Starting with the obvious stuff, and moving more abstract, Oculus will change:
Gaming. Plenty of immersive video games already exist in which you can move around entire cities and interact with hundreds of characters. The "Assassin's Creed" and "Grand Theft Auto" series are best known for this. Right now, you have to consume these worlds through a flat screen. The leap into virtual reality is a short one.
Commerce. There's already an Oculus program in which you can view your avatar in the mirror. Imagine dressing that avatar in clothes to see how they look before buying them. Or, instead of looking at pictures of a car's interior online, actually getting into it to see if you like the trim you've selected.
Education. You can already take classes at Harvard online. Sitting at a virtual desk instead of watching a video on a monitor will be nice. But education will change more radically than that. Imagine being able to travel with a Harvard professor inside the human body to see how cancer cells grow in the bloodstream.
Sports. The first way Oculus will change watching sports is in the creation of cameras that can take in 360-degree views and be placed courtside at NBA games. You'll be able to put on an Oculus headset, pay a fee, and watch LeBron James from what feels like just feet away. Rumor has it, Mavericks owner Mark Cuban is already geeked about that possibility. Eventually, it's easy to imagine that Oculus cameras will become as wearable as GoPros. Then you'll be able to watch games from the referees' perspective — or LeBron's.
Narrative. The way we tell stories has never stopped evolving. First there were oral traditions. Then epic poems. Then novels. Then film. Then video games. Next, you'll put on Oculus headsets. Sometimes, the narratives will be first-person stories, and it will feel as if you are seeing the world through a character's eyes. Other times, you'll float through worlds omnipresent, knowing characters' thoughts. Whole industries will form around people who figure out how best to tell stories in the medium.
Sex. Oculus porn is going to be far more immersive than the static images people used to look at in magazines or even videos on the internet. Not everyone is going to be comfortable with how immersive.
Aging. In the real world, knees give out and you can't play tennis or basketball anymore. Imagine playing ball at 90. Also: How long can a human body live if all it needs to do is take input from VR? Could humans live for hundreds of years?
Sense of self. Sometime in the not-too-distant future, you will be able to put on a headset, a pair of gloves, and a body suit and feel as if you are a different person in a different place. Do that enough — substitute your five senses for virtual input enough times — and you may begin to shed aspects of your identity you once thought fixed: race, gender, age, nationality. On the bright side, people may become more empathetic and less tribal. On the negative side, people may abandon their flesh selves, leaving behind loved ones.

Monday, 14 July 2014

Here comes Generation Mobile - Are You Ready For What Comes After Gen Y?


There is naturally a lot of focus right now about the millennials, the so-called Generation Y - Gen Y for shorthand - and the implications for societies and the workplace as these new digitally aware citizens grow to become the leaders of tomorrow.
For those not familiar with the term, Gen Y generally refers to people born roughly between the early 1980s and the early 2000s. You can read some of my thoughts about the impact of Gen Y in a previous post of mine on here.
They are the first generation, certainly at the later end of that date range, to be born into a digital rather than analogue world and to grow up using technology as part of their everyday lives and not just something that is in the workplace.
But what comes after Gen Y and are we ready for them? On a superficial level what do we even call this next generation? The newspaper USA Today and, separately, the Pew Research Centre have been running contests to try and find a name for them other than simply 'Generation Z'. Some of the suggestions include iGeneration, @generation, the Swipe Generation and the Tweennials.
Whatever we end up calling this generation, they are going to have a transformative effect on the world around us as they move into adulthood. Their coming of age is starting to happen now, peaking around 2020. This is a generation that is not only growing up with digital interaction but also with a more mobile-first mindset as those interactions take place on smartphones and tablets.
What made me think about this was an interesting US-based study just published, calledSpeak Up, as part of Project Tomorrow. The study is mainly about the use of mobile technology in education but the results highlight some noteworthy trends among young kids today that will have implications for consumer trends, society, business and government as they grow older.
The study polled 3.4 million students, teachers, administrators and parents about the use of tech in education. Here are some of the most interesting stats from the research that highlight how much mobile is a part of their lives (and bear in mind that these stats relate only to access in school). When the home environment is also factored in I would expect these figures to be even higher.
  • 41 per cent of K-2 students (ages 6-7) have access to a tablet.
  • Half of students in elementary grades 3–5 (ages 8-11) have access to a smart phone, and 58 per cent have access to a tablet.
  • 73 per cent of middle school students (ages 11-14) have access to smart phones, 61 per cent have access to tablets.
  • 89 per cent of high school students (ages 14-18) have access to smartphones, yet only 50 per cent have access to a tablet.
The study also reveals some insight into future social media trends with students reporting less regular interaction with traditional social networking sites like Facebook. Meanwhile almost half (44 per cent) of students in grades 6-12 report using social media apps like Instagram, Snapchat and Vine. Nearly a third of high school students report using Twitter.
Given the evolution of social media over the past five years we may well see another start-up turn into a market-dominating giant like Facebook or Twitter but these stats seem to show the primary and middle school students favouring more instant and mobile app friendly social media over the likes of Facebook. If that is true that will have an impact on consumer trends and how brands and marketers will need to target those people.
Back to that contest to name so-called Generation Z - I propose Generation Mobile. Do you agree?