< Previous3 /9 2 /10 5 TRL /9 1 6K DISPLAYS, which are in the Productisation Stage, is the field of research concerned with developing displays with ever higher resolutions than the ones we have today. Recently there have been a number of developments in the field including manufacturing and process improvements that now make it possible to manufacture 16K Displays reliably at scale. DEFINITION 16K Displays are displays with a resolution with approximately 16,000 horizontal pixels. EXAMPLE USE CASES Today 16K Displays are being sold commercially and are being used for entertainment purposes. In the future though the technology will likely merge with other display technologies, such as Flexible and Transparent Displays which will increase its utility and appeal - especially where incredibly high definition and large format displays are valued. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Consumer Electronics sector. In time we will see the technology mature and its costs come down as it commercialises. While 16K Displays are in the Productionised Stage, over the long term they will be enhanced by advances in Quantum Dots, and Semiconductors, as well as Advanced Manufacturing, and in time while it is natural to assume the technology will be replaced by 32K Displays the human eye cannot perceive the difference which likely means that other display formats, such as high resolution Flexible, Holographic, and Transparent Displays, as well as Retinal Display Systems and Telepathic Displays will start coming to the fore. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 7 3 4 8 8 7 5 9 2011 2004 2020 2027 2032 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘21, ‘22 16K DISPLAYS EXPLORE MORE. Click or scan me to learn more about this emerging tech. 460311institute.com MRL4 /9 9 /10 6 TRL /9 A FFECTIVE COMPUTING, which is in the Productisation Stage, is the field of research concerned with developing computing platforms that are able to accurately and intelligently read and predict people’s emotional and physical states in real time using an incredibly diverse range of data inputs. Recently there have been many breakthroughs including the use of users direct and indirect biochemical, biomarker, biomechanical, and biometric data which are all now helping machines read, analyse, and respond to human behaviours and states more accurately which, depending on how that data is used can be either a good thing or a bad thing. DEFINITION Affective Computing is the study and development of systems and devices that can recognise, interpret, process, and simulate human affects. EXAMPLE USE CASES There are many examples where this technology comes in useful, such as in healthcare settings where different computing and robot based systems can detect when patients are getting upset or stressed and then make the necessary interventions. In security settings these same technologies are able to read people’s intent and purposes, and in some cases predict their future actions which include everything from shoplifting to the performance of terrorist activities. Elsewhere, these systems can tell when customers are getting angry either in person or on customer service calls so that AI agents, bots, and Digital Humans, can change their speed and tone, as well as their language, accordingly. Then, in more extreme settings, these same systems have also been used to predict the risk of depression and suicide, and many other examples. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, from a high base, primarily led by organisations in the defense, and technology sectors. In time we will see Affective Computing become ubiquitous across every sector and almost every online and offline service. While Affective Computing is in the Productisation Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Behavioural Computing, Biometrics, Machine Vision, and many other fields, but at this point in time it is not clear what they will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 7 7 3 9 9 5 4 9 1971 2013 2017 2019 2033 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT AFFECTIVE COMPUTING STARBURST APPEARANCES: NONE 461311institute.com EXPLORE MORE. Click or scan me to learn more about this emerging tech. MRL1 /9 9 /10 3 TRL /9 A RTIFICIAL INTELLIGENCE SYMBIOSIS, which is in the Prototype Stage, is the field of research concerned with developing new ways to merge humans, and other organisms, with Artificial Intelligence so that, ideally, both can benefit from the union. Recently there have been a number of breakthroughs in the field, especially when it comes to the development of Bio-Compatible computer interfaces, electronics, materials, and transistors, as well as Invasive and Non-Invasive Brain Machine Interfaces. There have also been advances in Neuro-Prosthetics which for the first time have allowed researchers to read biological signals and memories directly from the human brain, digitise and store them - in short the first product that allows researchers to download and store human memories in digital form. DEFINITION AI Symbiosis is the fusion of biological organisms with Artificial Intelligence so that both can benefit from one anothers capabilities. EXAMPLE USE CASES Today the only working products are basic and they don’t enable AI Symbiosis, they only enable ALS patients to converse with their loved ones via AI. In the future however humanity’s ability to interface and communicate directly with powerful AI’s will not only change the human condition, but will also change the course of human education, evolution, and knowledge. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Healthcare sector, with support from government funding and univesity grants. In time we will see the technology mature to the point where it is able to connect a human brain directly with an AI and enable two way communication. While this is a way off this technology obviously has the potential to transform human culture, society, and the human condition itself - as well as give regulators more nightmares. While AI Symbiosis is in the Prototype Stage, over the long term it will be enhanced by advances in Artificial Intelligence, Bio-Compatible electronics and materials, Brain Machine Interfaces, Hive Minds, Memory Downloading, Editing, and Manipulation, Neuro-Prosthetics, and Telepathy, but at this point in time it is not clear what it will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, and re-visit it every few years until progress in this space accelerates. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 1 2 1 4 8 6 3 8 1960 2018 2019 2027 2060 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘21, ‘22, ‘23, ‘24 AI SYMBIOSIS EXPLORE MORE. Click or scan me to learn more about this emerging tech. 462311institute.com MRL9 /9 7 /10 9 TRL /9 A UGMENTED REALITY, which is in the Mass Adoption Stage, is the field of research concerned with developing the hardware, software, platforms and tools necessary to support Augmented Reality (AR) creations and environments. Recent breakthroughs in the field include the rapid development of a burgeoning global developer ecosystem, and the general availability of devices and hardware capable of running AR environments. DEFINITION Augmented Reality systems and devices superimpose computer generated elements and objects on a users view of the real world. EXAMPLE USE CASES Today we are using Augmented Reality in a myriad of ways that include helping commercial airline and industrial engineers repair and service aircraft and industrial systems faster, within the entertainment and retail sectors, as well as in the classrooms where it is being used to help teach children in new ways. In the future the primary use cases of the technology will be almost unlimited. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Aerospace, Communications, Consumer Electronics, Defence, Education, Healthcare, Manufacturing, Retail, Services, and Technology sectors. In time we will see the technology mature as the stack of technologies that support it continue to improve, however its adoption will still be impacted by cultural biases and affected by the usability of the platforms. While Augmented Reality is in the Mass Adoption Stage, over the long term it will be enhanced by advances in 5G, 6G, Artificial Intelligence, Behavioural Computing, Creative Machines, Gesture Control, GPU’s, High Definition Rendering, Low Earth Orbit platforms, Machine Vision, Mixed Reality, Sensor Technology, and Simulation Engines, but at this point in time it is not clear what it will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the potential implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 9 8 4 9 7 8 5 9 1982 2001 2005 2008 2023 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘17, ‘18, ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 AUGMENTED REALITY EXPLORE MORE. Click or scan me to learn more about this emerging tech. 463311institute.com MRL9 /9 9 /10 9 TRL /9 A VATARS, which are in the early Productisation Stage, is the field of research concerned with developing increasingly interactive and realistic digital representations of entities, including the creation of so called Virtual Humans, that are capable of understanding and responding to user behaviours and stimuli. Recent breakthroughs in the field include the development of high definition humans avatars whose behaviours and interactions are driven by advanced Neural Networks that are capable of understanding and responding to increasingly complex social interactions and situations. DEFINITION Avatars are digital or physical entities that represent a particular character, identity, or individual. EXAMPLE USE CASES Today we are using Avatars in a wide range of ways that include using them to teach children about the energy industry, and responding to consumer enquiries and issues, including healthcare enquiries, as well as selling mortgages, and much more. In the future the primary use cases of the technology will be almost unlimited with Avatars playing more of a central role within both the physical and virtual worlds, and in Human to Machine, and Machine to Machine, engagements and transactions. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Consumer Electronics, Defence, Education, Healthcare, Retail, and Technology sectors. In time we will see the technology mature to a point where consumers will not know whether they are talking to a real human, or entity, or a virtual one. As such, and especially when it pertains to regulated industries where Avatars are dispensing advice, both regulators and the insurance sector will need to establish an entirely new set of rules. While Avatars are in the early Productisation Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Behavioural Computing, Creative Machines, GPU’s, High Definition Rendering, Machine Vision, Sensor Technology, and Simulation Engines, but at this point in time it is not clear what they will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the potential implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 8 6 4 9 8 7 4 9 1964 1998 2002 2010 2034 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT AVATARS STARBURST APPEARANCES: ‘17, ‘18, ‘19 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 464311institute.com MRL8 /9 9 /10 9 TRL /9 B EHAVIOURAL COMPUTING, a GENERAL PURPOSE TECHNOLOGY, which is in the Productisation Stage and early Mass Adoption Stage, is the field of research concerned with developing computing platforms and systems that humans can communicate and interact with in natural ways that include body language, gestures, speech, and thought. Recent breakthroughs in the field include the development of near perfect Natural Language systems, for an increasingly wide range of dialects, and the use of surveillance like technologies that are more commonly found in CCTV and other similar systems, that help the technology analyse and interpret human behaviours at the granular and micro level, from the faintest skin flushes to the smallest retinal changes that, when combined, give these systems deeper insights into human behaviour, character, and personality, than even humans can glean. DEFINITION Behavioural Computing is a way of interacting with technology and devices in a way that is natural to humans. EXAMPLE USE CASES Today we are using Behavioural Computing to change the way we interact with the devices and technology around us, from being able to converse with our smartphone assistants, and searching the internet with just our voices, to diagnosing problems with complex industrial machines, and much more. In the future the primary use case of the technology will be almost limitless, and change our relationship with technology, that will be increasingly proximal to, on us, or in us, forever. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Manufacturing and Technology sector. In time we will see the technology become culturally accepted as the primary way we communicate and interface with technology, and because of the connections with, and similarities to, the surveillance industry, regulators need to review it and draft new regulations to safeguard consumers. While Behavioural Computing is in the Productisation Stage and early Mass Adoption Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Machine Vision, and Sensor Technology, but at this point in time it is not clear what it will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the potential implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 8 7 4 9 9 8 3 9 1965 1990 1992 1995 2030 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 BEHAVIOURAL COMPUTING EXPLORE MORE. Click or scan me to learn more about this emerging tech. 465311institute.com MRL9 /9 9 /10 9 TRL /9 B OTS, which are in the early Mass Adoption Stage, is the field of research concerned with developing autonomous computer agents and programs that can autonomously and intelligently interact with humans and other machines as required. Recent breakthroughs in the field include the development of new training systems that let us train bots faster than ever before, and new models, including Conversational Commerce models, that overall are helping them to become more capable, engaging, and useful than their predecessors. DEFINITION Bots are autonomous programs that can interact with systems or users in a variety of ways. EXAMPLE USE CASES Today we are using Bots in a wide variety of ways, including in consumer service, marketing, and trading applications, as well as in enterprise automation solutions, and, unfortunately, in the creation and dissemination of Fake News. In the future the primary use case of the technology will be almost unlimited, with Bots playing more of a central role within both the physical and virtual worlds, and in Human to Machine, and Machine to Machine, engagements and transactions. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Communications, Consumer Electronics, Entertainment, Finance, Retail, and Technology sector. In time we will see the technology mature and reach a point where it is no longer possible, without new tools, to distinguish Bot based interactions from regular human or machine ones, which, as a result will require greater oversight from regulators. While Bots are in the early Mass Adoption Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Behavioural Computing, and Creative Machines, but at this point in time it is not clear what they will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the potential implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 9 7 4 9 9 7 4 9 1982 1993 1995 2003 2028 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT BOTS STARBURST APPEARANCES: ‘17, ‘18, ‘19 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 466311institute.com MRL9 /9 9 /10 9 TRL /9 D IGITAL HUMANS, which are in the Productisation Stage, is the field of research concerned with developing new types of human-machine interfaces that are natural and easy for people to use. Recently there have been breakthroughs in developing life-like Digital Humans with neural network brains that can be pre-programmed to exhibit specific behaviours, emotions, and personalities, which in turn are able to understand the individual behaviours and emotions of the people who are conversing with them and using them in natural language. DEFINITION Digital Humans are digital Avatars with life-like qualities that can be tailored and programmed with digital personalities and specific traits. EXAMPLE USE CASES Today we are using Digital Humans to sell financial services products, and serve customers. In the future the primary use of this technology will be to act as a human-machine interfaces that allow people to interact in a more natural manner with machines, whether it is to access services, conduct transactions, or a myriad of other applications. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow, primarily led by organisations in the Consumer Electronics and Technology sectors. In time we will see the technology mature to the point where people can’t tell the difference between Digital Humans and their behaviours, reactions and speech patterns, and real people, at which point their adoption will accelerate. While Digital Humans are in the Productisation Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Avatars, Behavioural Computing, Hi Definition Rendering, Machine Vision, and Natural Language Processing but at this point in time it is not clear what they will be replaced by. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the potential implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 4 5 4 7 9 5 2 9 2007 2010 2014 2016 2028 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT DIGITAL HUMANS STARBURST APPEARANCES: ‘20, ‘21, ‘22, ‘23, ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 467311institute.com MRL1 /9 8 /10 3 TRL /9 E LECTROGENETIC INTERFACES, which are in the early Prototype Stage, is a sci-fi-like technology that would let a user genetically re-engineer themselves, possibly on demand and to as much a degree as the technology enables them to, using nothing more than a electronic smart device or app. Today we all have the ability to change the colour of a car, for example, using software apps on our smartphones but in this case imagine being able to alter your genes and their expressions as easily. By being able to activate, alter, and manipulate our genes from a wearable device like a smart watch you could feasibly change everything from your eye colour and hair colour, to how your immune system identifies and targets disease within your body. In essence, one day this technology could give us the ability to re-program our very own genetic makeup and identity. DEFINITION Electrogenetic Interfaces use device based electrical stimulii to activate, alter, and manipulate genes in vivo. EXAMPLE USE CASES Today use cases include the ability to use this technology to turn human gene expressions on and off - and there are an almost infinite number of outcomes. However, as for other practical use cases those remain hidden at this time. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade we will continue to see interest and investment in Electrogenetic Interfaces increase, albeit from a very low base, primarily driven by university grants. While this technology has the potential to be world changing at the moment it is in the very early stages of research, and eventually there would be very serious ethical and regulatory hurdles to overcome, all of which mean that in time we might see this technology fade over time and either mount to nothing or morph into something new. Either way though given the nature of it this technology will likely take decades to be prototyped effectively and commercialise. While Electrogenetic Interfaces are still in the early Prototype Stage they could be enhanced by advances in Artificial Intelligence, CRISPR, Inhalable RNA Therapies, and other technologies, however over the long term it could be replaced by CRISPR therapies. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, establish a point of view, and re- visit it every few years until progress in the space accelerates. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 2 7 1 7 8 1 1 8 1998 2009 2023 2052 > 2075 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT ELECTROGENETIC INTERFACES STARBURST APPEARANCES: ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 468311institute.com MRL3 /9 2 /10 6 TRL /9 F LEXIBLE DISPLAYS, which are in the Productisation Stage, is the field of research concerned with developing high definition displays that can fold and twist into any configuration to suit a variety of different display formats. Recently there have been a number of significant developments in the field which now mean that the technology is being openly manufactured and incorporated into mass consumer products that range from large format TV’s to smartphones and smart devices. DEFINITION Flexible Displays are a form of electronic visual display that is flexible in nature. EXAMPLE USE CASES Today Flexible Displays are being used to develop laptops, smartphones, and TV’s with large screens that can be folded or rolled into just a fraction of their footprint. In the future, as complimentary connectivity and wireless energy systems improve which hep male the technology truly stand alone, and as the technology gets cheaper to manufacture and more reliable it will be integrated into all manner of products, from packaging to vehicle interiors, and beyond. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow at an accelerating rate, primarily led by organisations in the Consumer Electronics sector. In time we will see the technology become ubiquitous and cheap enough to be incorporated into all manner of products. While Flexible Displays are in the Productisation Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Display technologies, Nanomanufacturing, Semiconductors, Wireless Energy Systems, and Compute, Connectivity, Electronics, and Sensor technologies, and in the long term it will be complimented by Atomically Thin Displays, and Retinal Displays, and replaced by Atomically Thin Displays, Telepathic Displays, and Transparent Displays. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, explore the field, establish a point of view, experiment with it, and forecast out the implications of the technology. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 5 7 4 8 9 6 6 9 1982 1993 1999 2019 2028 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT FLEXIBLE DISPLAYS STARBURST APPEARANCES: NONE EXPLORE MORE. 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