Page 1 Ubiquitous Media Workshop Envisioning Novel Media-based User Experiences Bo Begole, Ph.D., [email protected] Head of Media Technologies Laboratory
Nov 19, 2014
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Ubiquitous Media WorkshopEnvisioning Novel Media-based User Experiences
Bo Begole, Ph.D., [email protected] Head of Media Technologies Laboratory
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Businesses strategies for technologies that bridge physical and digital worlds• Capabilities, Techniques, Limitations• How to exploit the trends• Key value propositions• Case Studies in
• Contextual Intelligence• Hyper-Personal information filtering• Predictive personal marketing• Supply chain disruption• Unanticipated device interoperation• Consumer decision support
FT Press, ISBN-13: 978-0-13-706443-4
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Discussion: Avoiding Unwanted Experiences• How can we find the line between “must
have” and “nice to have”?• What techniques are most likely to
generate highly wanted experiences?• Where in the process did the case study
break?• How could the lack of success been
predicted or avoided?
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• Increasing portion of IP: • TV over IP• Video sharing• New forms of video content
• Increase of video to mobile devices• … and multiple devices simultaneously• Displays and devices are proliferating• More powerful and pervasive cameras, mics
create bandwidth and other scalability issues
• What is the future of Ubiquitous Media?• What innovative services can engage next
generation customers?
Media MegaTrends
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• Annual global IP traffic will surpass zettabyte mark in 2016• Global IP traffic has increased more than 5X in the past 5
years• Will increase 3X over the next 5 years
• Mobile video will grow at a CAGR of 69% globally between 2013 and 2018
• Global Internet video doubled in 2013• Internet video to TV traffic will be 14% of consumer Internet video
traffic by 2018 • Over 2/3 of global mobile traffic will be video by 2018
Global IP video traffic will be 79% of all consumer Internet traffic in 2018, an increase from 66% from 2013
Video is a growing portion of internet traffic
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Video Sharing is Increasing
YouTube Statistics• Viewership
• >1 billion (1x10^9) unique users each month • >6 billion hours of video are watched each month• >100 hours of video uploaded every minute • 80% of YouTube traffic comes from outside the US • According to Nielsen, YouTube reaches more US adults ages 18-34 than any cable network • YouTube new users (subscribers) increased 3X since last year.
• Mobile and Devices• Mobile video makes up almost 40% of YouTube's global watch time , (25% in 2013, and 6%
in 2012).• YouTube is available on hundreds of millions of devices
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• Micro-Video usage will continue to flourish and increase traffic• Instagram, Vine, Tumblr, etc. for social video interchange
The popularity of micro-video ads, coupled with the ease with which the content can transcend the mobile, tablet, PC and even TV gap, could eventually result in micro-video becoming the most portable video format across screens(Millard Brown Digital Predictions 2014)
New forms of consumer video
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All kinds of surfaces are becoming displays
Flexibles Gases Mist
Body parts Walls FoldedCurved
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• Smartphone still rules but wearables provide seamless access to instant messages, music, photos, videos and search
• Wearable screens (smart watch) require more efficient transfers• Wearables (watches, Google Glass, etc) create new value to screens and data
New video-enabled devices are catching on
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• Research cams exceed 100MP at 60 fps• NHK 8K camera will broadcast in 2016• Forza up to 200 Mpix @ 60 FPS
• Hitachi 8K Endoscope Camera• Reveals fine structure of internal organs• Allows making finer sutures (faster healing)• Considered for telemedicine and remote education
• 4K Consumer video cameras w/4K @30fps• Several high-end smartphones• Prosumer cameras• Action cameras
• Others: multi-cam arrays, light field, …
Advanced Hi-Res Cameras
Panasonic HX-A500 $400Panasonic Lumix FZ1000 $850
Forza 100+ MP Hitachi 8K endoscope
High-end smartphones
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Augmented Media Automated Content Recognition
to find related information TV shows: actors, characters,
synopses, back stories, … Movies: soundtracks, products Sports: realtime stats, histories News: other sources, related stories Social network activity Information on demand commercials Personal notifications
SeeSpace InAir
ExpectLabs MindMeld
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Responsive Entertainment includes: Content Personalization Responsive Advertising Augmented Entertainment
Relevant supplemental content: Programming info (actors, athletes…) Sports scores, instant replays Shopping/Ads
Simultaneous use of multiple devices is growing 84% of tablet/smartphone owners use them as second screen while
watching TV 74% of users more likely to watch a show after using the mobile
companion apps Over 30% of all viewing hours will be delivered via web by end of 201704/08/2023
Augmented Media
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Augmented Media on Pervasive Displays
Ambient displays (Microsoft SurroundWeb)
N-screen (MetaMirror)
Multi-function displays (Cybertecture Mirror)
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Media that responds to audience
Sensors detect predictors of engagement and disengagement.Tailor content to respond dynamically to maximize engagement.
[Yu, Aoki, Woodruff, PARC ‘04]
vocal tone
[Vogel & Balakrishnan ‘04]
proximity, orientation of head & body
[Daugman ‘94]
pupil dilation[Cohen et al. ‘03]
emotion skin temperature
[Haro, Flickner, Essa 2000]
eye gaze
Plus:•Age, gender, ethnicity•Clothing style,•Pulse, skin temp,•Laughter, blink rate,•Activity
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UHD is happening faster than anticipated 4K UHD coming now and 8K UHD
soon CAGR of 69% through 2017 >50% of US homes in 10 years
New display tech drives higher rez and frame rates: Wall-size displays, retina-display personal devices, wearable immersive goggles
Consumers demanding better audio: fidelity, dynamic range, spatiality
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Resolution Perception
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What killed 3D TV?Glasses?Eye strain?Little 3D content?
When do people and animals use depth perception?Navigation? YesPredation? YesTelling stories? Not so much
But past predictions of new media experiences did not take off
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Workshop: Envisioning New Media Experiences• Media Trends• Discussion: Display Tech
› Where is technology falling short?• Discussion: Experiences
› What new experiences will emerge next?• Discussion: Avoiding unwanted experiences
› How can we reduce likelihood of designing things that won’t be used?
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Discussion: Technologies• Is any part of visual perception unsolved?• What is missing in today’s 3D?• What applications will wearable media devices solve?
› Communications, Media Consumption, Medical, Augmented Reality, …?
• Which is the bigger problem: Latency or Resolution?• Missing tech? Sensors? • Flexible displays?
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Discussion: Experiences• How much more social is desired?• How do we design to enable “Impression Management”?• Design paradigm/framework for Media Experiences?• Is gesture recognition still great?• A Mirror is fundamentally a media device. What else?
Globes, Windows? Others? How would you design a 100% digital version?
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Observationfind the unobvious
User centered designfit people’s behaviors
Pre-technology evaluationsassess potential value
Rapid system prototypingevaluate value
How can we determine valuable applications of pervasive displays and cameras?
Design
BuildObserve &Conceive
EvaluateEvaluate
Evaluate
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