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II. Forecasts - Part B (24 pages)

9. Predictions
10. Positive and Mixed Scenarios
11. Negative Scenarios
12. Wildcard Scenarios
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Inputs were solicited in four topic areas: I. Industry Conditions, II. Forecasts, III. Issues and Questions, and IV. Problems and Indicators. These were divided into nineteen categories, from History to Progress Indicators. Each was also considered in three subcategories: A. Technology and Science, B. Business and Economics, or C. Social, Legal and Other domains. This is an adaptation of the Foresight Framework Model of Dr. Peter Bishop, chair of the Futures Studies masters program at the University of Houston.

Foresight frameworks call forth a broad set of future-relevant information, but do not fully address any category. For each input, category and subcategory assignments are arbitrary and arguable. Some contradict each other due to controversy, uncertainty, and the breadth of community perspective. Some original quotes remain, but most have been edited and interpreted by ASF staff in subsequent research. We apologize for any mistakes or misrepresentations, and hope you enjoy this rich source of community insight relevant to the future of the 3D-enabled web.

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9. Predictions. Brief predictive statements made about the future of the industry.

9A. Predictions - Technology and Science

• Social networks (in general) and browsers (in particular) will increasingly drive and manage our virtual world and 3D web experiences. As Web 2.0 (Participatory Web) technologies advance, and our social networks become increasingly central to our lives, we can expect our MMOs to evolve into specialized tools, where access, reputation, and interconnectedness occurs through a handful of our favorite participation platforms. As the number and purposes of virtual worlds proliferate, busy people will use them for limited context and goal-specific immersion (for entertainment, socializing, collaboration, education, exploration, etc.) managed through tomorrow's increasingly intelligent social software and 3D-enhanced browsing platforms. We can foresee social networks being incorporated in tomorrow's browsers, so that community is the foundation of online experience.

• The Carpal PC and Forearm PC, one of the next frontiers in wearable computing. These popular future wearable systems might consist of the following key components: 1) a very lightweight OLED touchscreen display that covers the dorsal metacarpals (back of the hand) carpals (back of the wrist), and a few inches of the distal forearm, in the same configuration as the top half of a carpal tunnel hand brace (picture left). The other side of the hand will be bare wrist and forearm, for maximum comfort. The Forearm PC, an alternative design, again wraps around just more than half of user's forearm (a slimmer and lighter version of Eurotech's Wrist-Worn PC, picture right). Both versions can be put on or removed quickly using a slap-bracelet mechanism, allowing easy use on the arm, at a table or in the lap. Advanced versions of these devices would interface wirelessly with additional wearable items, such as: 2) additional processors and batteries integrated in a standard-sized belt, worn around the user's waist, 3) a full-sized, touch-typeable keyboard and processor worn at the waist as a 1.75"x5" sized belt buckle (four interleaved pieces of keyboard). A touch of the buckle would de-interleave it into a standard 3.5"x10" laptop keyboard, allowing 50-80 wpm typing at the waist. Also, 4) a wearable mini-mouse, worn on the belt on the opposite side of the body from the Carpal/Forearm PC display would complete the system for those users who wanted an interface identical to their desktop ergonomic, requiring no retraining. Simply looking down anytime at the back of their hand, while typing or mousing would provide useful visual augmented reality information. In high end versions, the Carpal and Forearm PC's displays could fold out to twice their size for more visually intensive tasks. As miniaturization improves these systems will contain a cell phone, GPS, digital music player, camera, etc. The system could be connected through the cell phone to mainframe-based high-accuracy voice-recognition systems, to maximize the quality and range of verbal commands to the wearable PC. The keyboard will be used wherever verbal commands are insufficient or are less optimal, as they will be for many years to come, for some tasks. High end versions might be waterproof, and inductively charge themselves wirelessly when you are near a keyboard or are seated in your car. They will also contain fast-charging nanobatteries. An obvious accessory would be a detachable bluetooth cell phone earpiece that fits into the Carpal PC at the forearm or at the waist when not being worn, and which recharges off the Carpal PC's battery when not in use. Wherever you are, when you look down at your forearm you'll see a local geospatial map, have access to locally relevant video, audio, and text streams, and be able to query them orally. Verbal commands and keyboard shortcuts will give you access to both automated AI systems, like today's Free 411, and to human beings in various service centers you are subscribed to. All kinds of specific data on the objects in your vicinity will be immediately available, including histories, recommendations, annotations, etc. As the participatory web grows, no matter where you find yourself you'll be encourged to add your own feedback to the global database, at point of experience.

• Wristwatch cellphones. The Dick Tracy "two-way wristwatch radio" was first conceived in 1946. The wristwatch cell phone is an obvious developmental attractor for many of us. Why hunt for your cell phone when you can wear it on your wrist? Would you even take it off to shower if it was small and waterproof? It could even charge inductively when your hands are near a keyboard, as many of ours are every day. You'd want the ablity to swap in charged batteries and full SD chips as well.

• The Dynabook. Alan Kay's 1960's vision of a lightweight waterproof eBook reader. High res OLED touchscreen. Fully annotatable. Cradle or inductive charging. Many assisted reading modes (highlighted text, narrow-columned for fast reading, an audio book mode so you can continue "reading" (have the book read to you) while driving.
Ultraportable laptop/tablet remote for the open-standard Internet Television of 2016. Imagine your current TV remote being replaced by a lightweight laptop/tablet, with touchscreen and keyboard, that displays 100 Thumbnails (10 x 10) of TV channels, Video, Games, Virtual Worlds, Magazines, Newspapers, Books, etc., with small, high-res words below each graphical thumbnail giving (title, length, ratings, etc.). One tap down would be another 100 potential channels, and so on. Humans pick the best images/animation previews to represent the clips, as with DVD chaptering today. Open source standards for representation. People trade knowledge representation layouts. Such a system could easily give you organized access to thousands of your favorite media streams or media items, all competing to get to the top level, reorganizing based on your feedback and the collaborative filtering recommendations of your interest groups. For many of us, half of our video feeds would quickly become specialized microchannels on internet tv, not the common denominator fare available through today's one-to-many, one-size-fits-all broadcast model. Today's big media aggregators would be forced purchase the best of the proliferating independent channels and serve them as feeds. Independent pay-per-view and subscription media, supported by direct micropayments, would flourish. One could also read a book, magazine, or newspaper on the tablet. Whatever you read on the small screen could be mirrored on your large one with just a click.

Video Walls in 2016. Nielsen's law (see Constants - Sci-Tech, Nielsen's law) has charted a doubling of premium-access internet bandwidth every 21 months since 1983. This trend predicts that fiber-to-the-home initiatives, like today's Verizon FiOS (20/5 Mbps) will deliver over 300 megabits per second of wired bandwidth to typical premium users in 2016, allowing download of a 2 hour video in 2-3 minutes (impulse buy/on-demand). As today's mature (LCD) and newer (DLP, plasma, OLED) display technologies continue to drop in price and energy usage, we can forsee home and business users converting large portions of free walls in several rooms into video wall configurations. Video walls would allow parallel video multicasts (internet video, HD video, 3D worlds, etc.) to various areas of the wall. Such systems would also greatly improve multi-party videoconferencing, by delivering "spatial video" (see 8Bj) with cameras on consenting users as they wander through their rooms, delivering you their image to your nearest video wall, wherever you are in your own home/office. As with current internet browsers, users would likely have only a few sections of these walls displaying full motion and sound at any time, with the remaining displaying static images, slowly updating snapshots of other channels, menus, etc. These secondary images might be in still motion until the user "tunes" to them by pointing a remote or saying a verbal command, whereupon they would enlarge, animate, and move to center screen. As a video wall controller and wireless mobile accessory, a very light tablet remote, capable of displaying thumbnail pictures of your 100 favorite internet TV channels and virtual worlds on the top screen, and your next 100 only a tap away, etc., would for many be a very intuitive way to manage a large number of content specific 3D feeds. Collaborative filtering and multiple categorization systems could be used to manage this information, with thousands of ancillary channels and 3D experiences "competing" to migrate up to higher levels of the user interface, based on user feedback and public preference data. Once the internet's bandwidth can support them, video walls and tablet remotes seem likely convergence devices for many future users, as they would maximize the value of peripheral attention while minimizing distraction, and allow the intelligent filtering of vast quantities of video data. Their entertainment, educational, and collaboration value as tools in the participatory web would be immense, though issues of addiction, cocooning, narrowing of views, and other abuses will also be serious concerns, particularly with early versions of these systems.

• Finger and hand tracking and the longstanding dream of a gestural interface. A laptop user's finger movements and hand motions can be translated into amplified yet precise movements in 3D space, using high-precision gesture-recognizing cameras. This would allow one do gestural manipulation in the air, just above the keyboard, and then settle down onto the keyboard to do typing as well. One's gestures in the air, perhaps initiated by showing your fingers and open palm at your screen, which could eventually replace the need for a mouse in future laptop computers, as well as enable new gestural abilities. Possible scenario: Virtual Libraries. Imagine reaching for the image of a book sitting on a virtual bookshelf. Being able to pick the virtual book up, quickly flip to read its front and back covers, inside jacket pieces, table of contents, all scanned in from its original physcal form, with addtional virtual enhancements added to each of these over time. Then you drop your fingers to the keyboad and do a search inside the book to find something of interest. Then you annotate at the search point with color highlight and notes in the margin. Then you put a copy of the book in your personal virtual library, which you can organize simultaneously by author, subject, chronology, etc. Would this replace your physical library? Caveats: No tactile feedback might limit use, especially as wearable mice and keyboards become increasingly miniaturized.
• Wearable mouse and Tummy PC form factors will improve mobile access to 3D spaces in coming years. The Tummy PC form factor, providing a small, collapsible touch typeable keyboard and display at the waist, allows convenient wearable computing, without the need for complex augmented reality display technologies. A wearable mouse allows the user to maintain the same input behavior they use with their desktop machines. Combined with affordable broadband cellular modems (Verizon’s 3G VZ Access card is now $80/month), Toshiba’s fast-recharging nanobatteries (80% recharged in 60 seconds), always-on wearable access to social networks, 3D worlds and games will become affordable for the youth of the mid-2010’s in the developed nations, and somewhat later for the rest of the world. Collapsible keyboards and chording devices for text input will finally gain traction in some segment of society once we have wearable display and augmented reality platforms. Expect more fold out and projection screens as well.
• Eye and head tracker for virtual worlds navigation. Moving beyond today's first generation head tracking systems (see NaturalPoint), picture an eye- and head-tracking camera that translates your subtle eye or head movements in physical space into large shifts of view in gamespace for 3D orientation. No more need to do unintuitive keyboard movements to represent eye and head movements in virtual worlds. A more natural interface would also entice more older players to explore virtual worlds. Caveats: This may be disorienting if there is lag between physical world head movement and virtual head movement. Would have to be fast and tightly coupled. There are a number of early-adopter head tracking peripherals today that involve having to wear something on your head, but these will be outmoded by better imaging technology.

Networked shoes in personal area networks for virtual worlds navigation. Networked shoes may become a valuable interface for immersive virtual worlds. Feet pedals are already used in dictation systems and racing simulations. For virtual character steering and walking, minor shifts of your feet on the floor to change direction, slight tapping of the toes to move forward, tapping the heels to jump, etc. would allow a whole range of natural repertoires, and leaves your hands for hand activities. Kids would love peripherals like this, as they give them yet another excuse for kinesthetic activity. As personal area networking expands, shoes also represent a unique place to put electronics for wearable computing, so the first versions of multifunction shoes (sensing, recording, computing) might be emerge within the next 10 years.

• Early conversational avatars in 2016. Anthropologist Ray L. Birdwhistell, a pioneer of "kinesics" (nonverbal communication), estimated (Kinesics and Context, 1970) that about 65% of the information in a conversational message is conveyed by facial expressions and body language, and only 35% by spoken words. Once our computers are smart enough to speak to us in simple sentences via a primitive conversational interface (circa 2015-2025), to store primitive inferential, context-based personality and values models of their users (first generation personality capture), and to express those models using a facial action coding language, we predict avatar-mediated human-computer and human-human communication must emerge. For conversations that benefit from even crude kinsesics, avatars should be both more humanizing and more efficient than other communication modes. We forecast tomorrow's users will increasingly associate personal avatars (what we call a "digital twin" (DT) with their public personas, and as DT's grow in capacity, use them to mediate contact with the larger world in an attention-limited economy. Avatars-as-representatives, both of humans and of complex technological systems (cars, houses, computers, robots, tools) will become increasingly friendly, personalized, intelligent, and interactive relative to text, static images or linear narratives. Public data mining of user lifelogs will greatly improve context-sensitive DT values and personality modeling, and greatly enhance social networking, personalized education and online collaboration. Given trends in automated knowledge discovery and natural language processing, the DT's of early adopters and research users should be able to have very primitive yet useful natural conversation with inquiring humans by 2015, with performance improving significantly over the subsequent decade. This conversation will grow to include simple information about the user's background, interests, present location, availability status, and future plans, as well as the ability to schedule meetings with trusted parties, answer FAQs, manage e-commerce, and perform other simple transactions. Eventually, DT's seem likely to become the first-pass communication screeners ("trusted handshakes") to prequalify face-to-face interactions between individuals, an important element of future trust networks. See IMVU for a good example of today's avatar-mediated chat communities.

• 3D-based internet browsing is a “flying car” future. 3D and 2.5 D browsing and information archiving tools offer very little payback over 2D, yet are saddled with the additional visual complexity and cognitive overhead of navigating the third dimension. Initiatives like NTT’s SpaceBrowser are likely to remain research tools with regard to the general web. 3D "flying" in virtual worlds and GIS-based mirror worlds remains a useful navigation option, but even here 2D (frames) and 1D (search box/text-based) navigation is generally faster and more efficient. 3D makes sense for collaboration and social space, and for some (but certainly not most) kinds of data visualization. Randy Farmer: “3D is not an inherently better representation scheme for every purpose.” To understand this, it helps to realize that humans are not mentally living in the 3D world much of the time, even in the way they inhabit physical space. We are trying to simplify even our 3D activities into 2D "events," as happens when we read a book, or even play a boardgame on a mostly 2D surface. 3D makes sense in select environments, but all that additional data always comes at a cognitive price, slowing down our efficiency of thought and navigation. Many times, that price isn't worth paying, when we have the choice and can reduce the dimensionality of our mental spaces.
• Television and the metaverse will increasingly converge. The better internet television becomes, the more metaverse-like it will be. So too with online spaces that will increasingly embed interactive video.
• Wearable augmented reality bottleneck around microlaser technology patents. Arguably the most advanced technology for augmented reality displays that has yet been demonstrated is eyeglass-based microlasers that can paint an image onto the human retina. This technology is presently under the patent control of a single company, Microvision. It was the opinion of some summit participants that Microvision has been primarily deepening its patent portfolio around this key technology, and pursuing only government and military development contracts that do not provide sufficient capital or R&D expertise, rather than aggressively seeking commercial partnerships to advance the technology and bring it to the mass market in a reasonable time frame at an affordable price. Until such time as this currently underdeveloped technology is widely available for off-patent use (circa 2018) or until Microvision sees the value of partnering with well-capitalized commercial innovators or licensing at an affordable price, the wearable AR industry may continue to be held up by this bottleneck. Long patent lifespans and lack of the ability to challenge them when they aren't commercialized in a timely fasion can perversely delay rather than accelerate innovation, and are an issue for future IP reform. [2007 Update: Ben Averch of Microvision states that the company has prioritized commercial partnering as of mid-2006. Let's see what develops.]
• New miniaturized user interfaces. We can expect cell phone pieces that disappear behind the ear, and eventually, microlaser augmented reality devices. Almost all of these devices will be external, not implanted, as the interface technologies will be continually upgraded in the foreseeable future and the risks and invasiveness of surgery make it a poor choice in almost all applications.
• Larger, multiple, and dedicated monitors. As monitors drop in price and thickness, and become truly autoconfigurable on plug in we’ll see many larger and multi monitor setups. This, combined with faster processors, will allow people to permanently keep their favorite 3D web applications open, in favorite locations on their monitors. They'll be able to set operating system preferences so that on restart, applications will reopen and display in their favorite dedicated screen locations, which will be very efficient for multi-monitor setups.
Lifelog systems. Within the next ten years we’ll see the emergence of “lifelog” systems, wearable or ultraportable recording systems that capture and autotag the user’s audio, GPS, 3D visual, or other experience (travel, classes, work, private gatherings, etc.) and wirelessly uploads this life history to a web-accessible server for potential sharing among friends, archiving, and later selective examination. Such systems will be adopted particularly early and widely by youth in the more developed countries with technophilic cultures (Korea, Japan, etc.).

Head mounted displays (HMDs) are likely to remain niche applications for virtual reality. Other than for specialty competitive gaming, the marginal benefit to HMDs and Spatially Immersive Displays (SIDs) beyond the standard Keyboard Mouse Monitor (KMM) interface do not seem compelling. There are severe drawbacks to using HMDs while navigating physical space around the home (eating food, interacting with friends in the same room, etc.). SIDs, by contrast, seem likely to gain modest adoption as prices drop in coming years, because they will be natural outgrowths of HD home theatre installations (eg., more screens going on more walls, either projection or wall mounted). A low cost SID that covers three walls of the living room seems an archetypal advance for immersive gaming and virtual worlds, one that might achieve minority market adoption by 2016.

• Immersive virtual world walking and running interfaces seem likely to remain only military and research devices over the next ten years. A notable exception is two degree of freedom treadmills (speed and elevation tilt) which might be combined with large display screens and virtual competitors and coaches (via videoconference) in a system that could emerge a small fraction of high-end home, corporate, and commercial gyms, and military and institutional training environments as part of the growing exergame market. But higher DOF and "unrestricted" walking systems like the VirtuSphere currently have such drawbacks as high complexity, cost, noise level, space requirement, user injury, and the promotion of unnatural walking behavior. Even such clever near-omni-directional treadmills as those of Virtual Space Devices (see video) are presently $1M systems, hoping to develop $30K systems in coming years. R&D programs like the European Commission's Cyberwalk Project are seeking to develop systems for "natural unrestricted 3D motion" in virtual space, but that long-dreamed-for objective continues to look out of reach beyond the lab, with all technologies presently on the horizon.

Sensory substitution technology in augmented reality seems unlikely to have a significant social effect for the forseeable future. Sensory substitution is a rudimentary interface that has been touted by some futurists as an additional channel to provide augmented reality sense data to the human. There are research devices available that use a wearable camera and a transducer on a subject's tongue, palm, or back of the torso, allowing the brain of unsighted individuals to interpret the touch patterns as a crude form of vision. Some have suggested that such tools are ways we will be able to increasingly augment our normal senses through unobtrusive secondary channels in coming years. Imagine, for example, permanently gaining the ability to see in 3D behind you, with a wearable camera and using areas on your back as retinas, and having a part of your brain learn to adapt itself from birth to interpreting such information. Or using that same subliminal system to be able to continuously and surreptitiously "read" incoming text and graphics from a 3D augmented reality display linked to the web, while your eyes are enaged in something else. The problem with this vision is that this interface strategy appears to be very limited and poor by compared to our existing forms of sensing, and is subject to all the same limitations of divided attention that we find today when humans try to do more than one thing at a time (e.g., drive a car and talk on the cell phone). Developmental biology and animal studies also argue it would work better in human youth than in adults, particularly if used from birth with no interruption (e.g., as some form of implant). But such use would raise serious ethical concerns, require extensive testing, and be very slow to emerge. Even when perfected it would remain subject to sensory substitution's decreased effectiveness relative to the naturally evolved senses. An alternative to trying to open new sensory channels to the brain would be a form of "sensory specialization," to permanently assign a part of your existing visual field to your AR display, as with glasses or implants in early adulthood. But again, while such tools mayl be extensively experimented with in future subcultures, they all seem likely to give only minor benefit, and would come with significant problems. In the few cases where early benefit might accrue, as with soccer players that have the ability to "see through their backs," including a topsight view of the game, relayed to them by remote camera, the social stigma involved with early and elitist use would be significant. Such players would for a very long time be relegated to playing in minor, "enhanced" leagues, the way professional bodybuilding now has minor competitions for those who admit to the use of performance-enhancing drugs. For the forseeable future, simply increasing the miniaturization, affordabilty, performance, and bandwidth of our wearable computing systems, as well as the quality of the artificial and human intelligence connected to them, seems to be a far more productive and socially acceptable prescription for progress in augmented reality.

• Whoever comes out with the first "normalization engine," a system that allows each participating developer to translate their virtual asset database into an common framework, will be able to create the world's leading interoperable metaverse alliance, assuming their politics are appropriately transparent and fair enough to elicit wide participation..
• Online dating (eHarmony, Match.com, etc.) is a killer app for next gen virtual worlds (2010?), ones that are able to map our digital photos and even realtime facial features to the avatar using web cameras. Such tools will increasingly improve the emotional quality of virtual space. We should be allowed to express a desire for something intimate and then go into a 3D space and see others who've exposed that desire as well. Hopefully the trust networks will be in place.
• Physical objects will increasingly be metatagged. As more and more of them gain a "media wrapper," we will have grown a useful data overlay to our digital geospatial world.
• The next billion people joining the internet will come from “BRIC” countries like Brazil, Russia, India, and China, and a smattering from other developing nations. They will continue to access the internet primarily through phone and mobile devices, rather than desktops. Investors are flocking to this area where they are not in other VR. Whatever metaverse we see in the next decade must be accessible by these “thin client ” devices and voice interface.
• Persistent online social worlds are an extraordinary tool and platform likely to be subject to real network effects, like instant messaging. There will be a very small number of very large virtual worlds, like there is a small number of IM networks today. Already we see pressure at the second-tier world level for common standards. They start banding together and then there is pressure for even the most popular worlds to allow interoperability. Given human psychology, the desire for consistency, and market factors we can expect just a few, not hundreds or thousands to capture the majority of the market.
• Summit quote: "Second Life's architecture is going to split as it continues to grow and diversify. Eventually you'll log into your island like a web page. Navigation to virtual worlds/cities/games from that point will be a series of choices, not a continuous geography. You'll see fragmentation down to the API level."

• Avatar-based videophones and the limits of videophone utility. Within the next 2-5 years we'll see high-end avatars that can accurately mimic your facial expressions as you sit in front of the screen. A low-level version of this has already occurred, with Logitech's latest Orbit MP QuickCam webcam, which adds mixed reality features to webcam images and supports gesture-driven avatars. Something like this might make the videophone usable for folks who don’t want their entire personal environment accessible to the caller. Still, even these kinds of videophones will likely be used only very selectively. They make sense for family, dating, early stages of business contacts, and some forms of collaboration, but audio will continue to be more efficient for most conversations and allows more privacy and multitasking for the users. In a curious way, less is often more in communication. Video often shatters the intimacy of an audio conversation.

• 4GLs, user generated content, and the business model. If graphics programs and programming languages continue to abstract themselves, we may see the emergence of specification driven fourth-generation languages (4GL's) for virtual content creation that allow programming at the level of concepts, not code, the same way we have seen such languages emerge for data management (SAS, SPSS, etc.). Such a technical advance would allow rapid scaling of user-generated content, and greatly reduce barriers to entry for open, collaborative virtual worlds. Small businesses may one day build out unique virtual worlds the same way garage bands creeate unique music today.
• The future of the computer display. Most of us want a simple visual interface with a lot of intelligence behind it (think Google). The big push will be to put more processing behind intelligent filters. Avatars will be able to do a very limited amount of filtering in 2016, mostly in narrow domains, like communication media (email, etc.). But at the same time as we elder folk strive for simplicity, there will be many people, particularly youth, who want to push the limits, who will experiment with 20 windows open at the same time, with both simple and complex things (asynchronous chat, browsing, video, wikipedia, 3D worlds) going on in each. A fraction of user's desktops will be totally immersive, the way a quantitative stock trader’s multi-monitor desktop often is today. 3D displays will remain as research projects and niche markets in advertising for the coming decade. Resolutions are fuzzy even in the best current systems, and even the most aggressive plans (Japan’s VR TV by 2020 initiative) have longer time horizons.
 
 

9B. Predictions - Business and Economics

• In 2016, interactive, internet-accessing, 3D visual environments (video, virtual, or mixed reality) are likely to be used for at least each of the following commercial activities. All of these already represent healthy, growing markets in 2006:
  A. Solo Entertainment (ex: solo IPTV or internet video and solo 3D games and environments viewed on the cellphone/PDA/laptop/desktop/home media center, etc.)
  B. Social Entertainment and Communication (ex: non-solo IPTV, MMOGs, 3D video viewing or virtual home page navigation on community sites, video or avatar-based teleconference/chat/dating, 3D video and 3D virtual games, location-based 3D games)
  C. Income Production (ex: paid work in virtual worlds, remote videoconference work, collaboration in virtual, videocomposite, or 3D mixed reality online offices)
  D. e-Commerce and e-Barter (ex: viewing 3D images or video of physical or virtual items for purchase/swap, remote shopping using 3D video, virtual, or mixed reality worlds)
  E. Education and Creativity (ex: 3D distance learning and job training, 3D virtual object construction, online homework collaboration in 3D environments)
  F. Assessment (ex: 3D remote job interviewing, 3D remote assessment/testing)
  G. Exercise (ex: videoconferenced remote exercise, 3D virtual or 3D mixed reality active video games on home exercise mats, treadmills, stationary cycles, gym machines, etc.)
  H. Navigation (examples: auto, laptop, or PDA-based 3D navigation systems).
• 3D version of the Virtual Town Square (VTS). A "killer app" for virtual business and community. Within five years, some major virtual world maker will build out a virtual downtown that resembles some real downtown to a reasonable approximation, ideally in a young and highly wired urban community. If designed right, this will become a most efficient multihop that young urbanites use when deciding "what to tonight." Cruising the virtual streets early Friday evening will tell you 1) who in your local community is also trying to figure out what to do (chat options), 2) who in your community is already down there doing things (their GPS-driven avatar will be present, available for you to contact by IM 3) what the options are for entertainment (2d lists in 3D, and webcam updated feeds of real world downtown storefronts and events). Registration for events, parking, etc. can all be negotiated through the virtual world. The first VTS's will drive significant traffic to those who build them, spurring copycats across the world. Participating VTS's will eventually be linked in a common network, with traveling avatars ("travatars") to visit them all. In sum, the virtual recreation of real world urban centers and neighborhoods can become the most efficient multihop for "what to do tonight" as well as a new tool for world browsing and socializing. Physical and social availability options can be toggled on and off, connecting the avatar with it's controller. Active and GPS-driven avatars can follow the real world locations of people. Local businesses can use the system for virtual shopping and "location ad words" that bring you to other similar virtual recreations, which will create new economic relationships between the virtual network and physical places.
• Smart cell phones (some of them wearable) will be the leading platform for augmented reality devices in 2016. Location-based cellular data and radio delivered to these cellphones is likely to be the next major infrastructure development in the augmented reality space. By comparison to cellular, mobile Wi-Max, mesh, and other network options will have only minor market share. Disagree? Read Why Max?: A Wireless Primer and Discussion on Wireless Reality, Jeffrey Belk, Qualcomm, Sep 2005 [66] and see if your view is changed. Nothing is going to surpass the highly motivated and competitive 3G WWAN data networks, whose buildout is now being subsidized by 127 billion minutes of voice use per month. Smart 3G cell phones that can access open standard, Virtual Earth / Google Earth environments, which can be be updated by anyone and which are capable of streaming location based audio, images, and minor video to mobile users, will be the next major breakthrough in virtual mirror worlds. When mobile users can use their cellphones just a few years from now to "geobrowse" data overlays on the leading virtual maps of their local environment as they travel, to gain tourist information, local news, entertainment options, etc, there will be the predictable early proliferation and then a later consolidation of these virtual worlds. In each category (All-Inclusive, Events, Entertainment & Dining, Local News, Weather, Traffic, Local History, etc.), after consolidation, we can expect just one or two virtual worlds to receive the vast majority of user traffic. Browsing these worlds will provide a rich set of potential experiences, all just a click away from webcams that peer in to these buildings in realtime, 2D websites, streaming audio, and even video. Local community members looking at all this geodata will see new potentials for alliances, co-branding of events, etc, continually reshaping the local virtual real estate. The most interesting of these worlds will be perused constantly by users with mobile navigation systems, providing a set of ever-changing options and interfaces to physical space.

• Location-Based Cellular Radio. LBCR will be a multibillion dollar market for autos and mobile devices by 2016. Local wireless infrastructure will support streaming internet audio in the car and over the cell phone within two to three years (2008-9) for premium customers, and four to six years for the mass market. This may be one of the biggest coming new media industries currently below the pundit's radar. Tomorrow's GPS-equipped cell phones and handheld and in-car navigation systems will support the playing of short location-based images and video, and location-based audio delivered over cellular radio (and HD radio to a significantly more limited extent). Combine this with basic 3D virtual maps and you have a handheld information and entertainment device with compelling new abilities. Motorola's iRadio is a leading company in this still very early space, though there are a number of other entrants [60]. Cooper's law tells us that the spectrum efficiency of radio communication (both voice and data) has doubled every two and a half years, over 104 years, since radio waves were first used for communication. As a result, we are on track for this functionality being possible at the premium end very shortly. In late 2007, Qualcomm will release CDMA EV-DO Revision B data modem and cellphone chips to card makers, which will provide up to 14.7 megabits per second peak on downlink (something closer to 1/4 of this for real world average rates). When these emerge in 2008 they will enable such mobile features as television, and internet browsing while making VoIP calls, and the enough extra bandwidth to support location-based streaming radio in the car [26]. Imagine being able to receive cellular internet radio, as you drive, that offers you such channels as: 1) Educational and historical information for the landmarks you are passing, 2) Highly local, up to the minute news, politics, weather, and traffic, 3) Reviews and info on local restaurants, shopping specials, and entertainment events, as you are passing them. On the navigation and cell phone screen, location-based advertisements can pop up as clickable graphics, or audio headlines in a radio stream, and if you click on them you can hear ordinary or "breaking ads," i.e., the big special going on right now in the restaurant you are just passing, for the next 20 customers that wallk in the door. Over time, store owners will be able to update their ads in realtime from web interfaces, using their own automated and manual systems ("Only two of these left in stock, hurry!"). Such ads are likely to create commercial and civic institution-driven flash mobs increasingly in coming years. When you venture outside of your home zone, you can set your filters to let you know interesting tourist information, or when you pass a favorite type of restaurant, bookstore, coffeeshop, etc. For the radio shows, most of this programming can be auto-assembled digitally, without need of a radio DJ. Much of the local video, as well as the less changeable audio, might be updated daily by Wi-Max to the auto while it is parked, to be served up later as one drives through the local area. In a more advertising-unobtrusive mode, cell phone users and auto passengers will be able to click on visual ads appearing on their device's navigation screen, as you approach a location, which will trigger audio and video location-based advertising, entertainment, and educational content. Such ads will of course be able to hand off GPS coordinates of the event back to the device, which can then provide turn-by-turn directions to the driver. Such a platform will make weekend and evening "cruising" of ones favorite areas of the city a much more enjoyable experience for both tourists and locals. One of the obvious longer-run implications here is that within a decade, satellite radio's national-level programming (XM, Sirius, etc.) will be on the path to becoming a niche player role in the radiosphere, the way satellite television is beginning to become a niche provider in the television space. Another is that regulations will have to be drafted for the use of ads and video on navigation screens while the car is in motion, so that driver-initiated accidents don't increase. Handheld GPS devices, like Garmin, who have 50% of the U.S. handheld GPS market, may be first with this service. But telcos deploying smart cell phones are likely to be the major provider, as with Sprint Nextel's partnership with TeleNav GPS Navigation Systems to provide turn-by-turn GPS navigation for $10/month [65]. As a final piece of this prediction, once the telcos have built out the complex infrastructure for superior entertainment and news content based on voice subscriptions, and have trained up millions in how to use their cell phones and in-car navigation/cell radio systems as mobile entertainment platforms, the market will be ready to support open source versions of this geographic web. Or perhaps the open source versions will be competitive from the very beginning. These are interesting and uncertain issues for the future.

• Internet 3D content feeds to the home. The coming decade will bring an influx of both independent film and machinima (video animation rendered with virtual world engines) to the home. Leading platforms for amateur and independent video and machinima publishing, like YouTube and Google Video are poised to greatly democratize access to 3D visual stories, as soon as these can be autosubcribed by our home media systems. In 2005 Tivo announced a deal with Yahoo! TV, allowing users of the latter service to program their Tivo's through Yahoo's interface. But what is needed to open up this market would be allowing PVR users to automatically download internet video via RSS feeds, giving them keyword driven, ad-minimized content to view at home each evening, and an effectively infinite number of independent TV channels. Perhaps a future iTunes hack will allow this. Windows Media Center plug ins like Streamalicious allow you to subscribe to YouTube, Google Video, and other feeds with your computer, so it can't be long before we see this in our TVs as well. When videocasting equivalents to OhMyNews (Korea’s citizen-journalist newspaper) begin to pay the best amateur content providers for the right to display their work, an explosion of amateur video content will occur. As authoring tools for producing machinima and recording public events within 3D worlds improve, and as leading virtual worlds make these tools available to their residents, we will see more 3D animation downloaded to the home as well. The increasing popularity of all-animation movies makes it clear that discrimination between 3D and film is blurring. "Good stories not yet told" are becoming the primary currency, and niche audiences are increasingly accessible in the networked world. Netflix, for example, pays premiums to independent filmmakers for good social documentaries to add to their 65,000 titles, and Netflix customers rent as many as 40,000 of these titles each week, diving deeply into the long tail of content diversity.

Sony's PS3 game console will lose market share to the XBox 360 and possibly the Nintendo Wii. Sony has made a major mistake focusing on hardware superiority for the multicore PS3, but not realizing that ease of game development (tools and support) will be much more important to the future of the new platform. Meanwhile Microsoft's Xbox 360, a less impressive multicore platform, is significantly easier to program for, and Microsoft has been leveraging this advantage by building a much better set of game developer tools and support. The XBox 360 has also been faster to market, and perhaps most importantly, has built an impressive centralized online community, XBox Live, not yet matched by Sony or Nintendo. Live makes online extensions to standalone games an easy addition for XBox developers, and makes online access easy for players, with a pay-once centralized system. If history is any guide, the PS3's superior hardware, if not matched by better partnership and support of game developers and Live-quality community features will be less impressive to gamers than many in the media presently expect. Software and story have always been more important than hardware in PC games, even more so the older PCs get. Hardware still plays a significant differentiating role in the pre-consolidation phase of the industry, as with consoles (Sony PS3, Microsoft Xbox 360, Nintendo Wii) and portables (e.g., Sony PSP, Nintendo DS), but even here a case can be made that hardware is becoming steadily less important.
Chat/IMing will still be the killer app of the metaverse in 2016 in the U.S.. We’ll see very incremental change from the perspective of user behavior. We’ll have richer 3D smileys (oh the sarcasm!), but not much else that has been uniformly adopted. Multicolored discussion threads for different speakers. Easier ability to filter our communities and eject griefers. But basically the same general user paradigm we see today. Why? Because much of this is bandwidth limited, and the U.S. will be dragging its heels just getting everyone serious bandwidth over the next 10 years. Fortunately this won't be true in other regions, like Europe and Asia. Early innovation there might cause a "Sputnik effect" (reactive scientific and technological advance) in the U.S., but it is doubtful.
• Virtual worlds/MMOGs that enable and encourage user-created content, ownership, and exchange will become increasingly successful relative to economically closed worlds. Korea is a bellweather for this kind of content development. High bandwidth penetration and social cohesion have led to massive user-generated sites such as Cyworld, and Daum (which purchased Lycos in 2004). Citizen-journalist news services like OhMyNews are perhaps the best example of this new trend. OhMyNews is now the 5th largest news company in Korea, and the largest citizen-journalist international news service, with its submissions doubling every 3 months in 2006. OhMyNews International is very likely to become a respected international newswire like Reuters or AP. They pay US $200 for lead stories, and $100 for section header stories. By the same token, citizen-developer networks, aggregating the best producers of interesting new spaces in virtual worlds will be a highly valuable complement to commercial ventures.
• Underemployed youth in emerging nations that offer low-cost internet access (China, India, Costa Rica, etc.) may be the most aggressive VW colonizers and employees of virtual businesses, in the coming decade. Information