< Previous2 /9 9 /10 3 TRL /9 G ENERATIVE USER INTERFACES, which is in the early Prototype Stage, is the ability to use Creative Machines, Generative Artificial Intelligence, and other so such technologies, to dynamically adapt and if necessary re-code and re-design user interfaces at the individual level in real time, meaning that every individual receives their own tailored UI which, in essence, helps organisations realise the ultimate dream of hyper personalisation at extreme scale. Recent breakthroughs in this field include efforts to create Generative Operating Systems (OS), as well as Large Action Model AI’s, that adapt to the individual user - which would finally mean that users will be freed from the “One UI to serve them all” concept we’ve had since the dawn of computing. DEFINITION Generative User Interfaces use Generative Artificial Intelligence to dynamically alter and re-code an individual UI in real time in response to the individual users behaviours, information, and other stimuli. EXAMPLE USE CASES Today we are all used to having the same technology user interfaces as everyone else, give or take a few adjustments via the preferences settings, but this technology would mean that finally we can hyper personalise UI and UX at scale and give each individual user the best interface for them and the tasks they’re doing at the time. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade we will continue to see interest and investment in Generative User Interfaces increase, albeit from a low base, primarily led by organisations in the Technology Industry. While this is a revolutionary technological capability that could help us transform how humanity interacts with technology the fact remains that it is disruptive to many technology companies, especially those in the app store business and, unless they allow it, then its reach could be limited. However, that said consumer and enterprises alike would greatly benefit it, so it has longevity. While Generative User Interfaces are still in the early Prototype Stage it could be enhanced by advances in Affective and Behavioural Computing, Artificial Intelligence, Creative Machines, Immersive AR/MR/VR, Natural Language Processing, and other technologies, however over the long term it could be replaced by other forms of Behavioural Computing, Neural Interfaces, and others. 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 6 5 3 7 9 5 5 8 1991 2002 2012 2025 2044 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT GENERATIVE USER INTERFACES STARBURST APPEARANCES: ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 470311institute.com MRL9 /9 3 /10 9 TRL /9 G ESTURE CONTROL, which is in the early Productisation Stage, is the field of research concerned with developing systems that can sense, and react, to gestures that also include human body language. Recent breakthroughs in the field include the development of improved sensing systems, such as Machine Vision, as well as Radar and Sonar on Chip systems, that can detect movements at the micro and millimetre level from greater distances, and the computerised control systems that translate these into actions and outcomes. DEFINITION Gesture Control is the ability to recognise and interpret movements in order to interact with and control computer systems and devices without direct physical contact. EXAMPLE USE CASES Today we are using Gesture Control to develop interactive games, and more immersive virtual worlds, as well as to develop new computer interfaces that can be used to control and interact with a wide variety of products, including Augmented Reality and Digital Twins. In the future the primary applications for the technology will largely be the same as it is today, although there will be more devices and platforms, including wearables, that will support it. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow albeit from a low base, primarily led by organisations in the Consumer Electronics, Entertainment and Technology sector. In time we will see technology mature as the sensing systems needed to support it become embedded in more technology platforms, but in order for the technology to be more widely adopted we will also require a cultural shift, something that might be facilitated by the move to Behavioural Computing. While Gesture Control is in the early Productisation Stage, over the long term it will be enhanced by advances in Artificial Intelligence, Augmented Reality, Behavioural Computing, Machine Vision, Optics, Sensor Technology, Simulation Engines, and Virtual Reality, 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 6 9 8 6 3 9 1984 1994 1996 1999 2026 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘17, ‘18, ‘19 GESTURE CONTROL EXPLORE MORE. Click or scan me to learn more about this emerging tech. 471311institute.com MRL7 /9 7 /10 9 TRL /9 H APTICS, which is in the Prototype Stage and very early Productisation Stage, is the field of research concerned with developing technologies that allow humans to experience the sensation of touching an object when it is not physically present. Recent breakthroughs include the development of Acoustic Holograms, that let users interact with and touch objects made from “3D sound,” and new display systems that use combinations of Electro and Mechanical sensations, including vibrations, to imitate the feel of a range of materials and objects, and augment the user experience. DEFINITION Haptics stimulate the senses of touch and motion to reproduce the sensations that would be felt naturally if the user was interacting with real objects. EXAMPLE USE CASES Today we are using Hapatics in industrial control rooms and our smartphones to provide additional, tactile, system feedback, in wearables to help blind people better sense and navigate their environment, and as part of Virtual Reality equipment, such as gloves and suits, to create richer immersive experiences. In the future the primary applications of the technology will include any situation where having additional sensory, in this case tactical, feedback is valuable. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow albeit from a low base, primarily led by organisations in the Consumer Electronics, and Technology sectors, with support from university grants. In time we will see the tactical feedback the technology provides improve and become more realistic, and see it become easier to integrate into devices which will help spur its future adoption. While Haptics is in the Prototype Stage and very early Productisation Stage, over the long term it will be enhanced by advances in Display Technology, Micro-Electromechanical Sensors, Semiconductors, and Virtual Reality, 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 6 5 4 7 8 5 3 9 1981 1998 2004 2027 2032 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT HAPTICS STARBURST APPEARANCES: ‘17, ‘18, ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 472311institute.com MRL3 /9 9 /10 6 TRL /9 H IVE MINDS, which are in the Prototype Stage and early Productisation Stage, is the field of research concerned with developing a form of Collective Intelligence that can be accessed by humans, and or, machines to augment and enhance their own experiences and intelligence. Recent breakthroughs in the field include both the creation of a biological Hive Mind, that allowed rats on different continents to share and learn from mutual experiences in order to accomplish specific tasks, and the use of Artificial Intelligence and Cloud Computing to create equivalent machine based Hive Minds that allowed robots to share and learn from one anothers experiences, the impact of which allowed researchers to cut their collective training times down to near real time. DEFINITION Hive Minds are a form of collective conciousness and intelligence that allow large collections of entities, both digital and physical, to share experiences, knowledge and opinions with one another. EXAMPLE USE CASES Today we are using the prototype Hive Minds to create biological Hive Minds, that allow rats on different continents to share and learn from one another’s experiences to accomplish specific tasks, and machine Hive Minds that use Artificial Intelligence and Cloud Computing to help researchers cut the time to train industrial robots down to near real time. In the future the primary applications of the technology will include any situation where self-learning, and access to collective experiences and intelligences, whether it is for biological, digital, or mechanical systems, is valuable. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow albeit from a low base, primarily led by organisations in the Technology sector, with support from university grants. In time we will see the technology become the defacto way to train machines, including autonomous vehicles and robots, but it is also inevitable that this will lead to regulatory and security issues that will need to be resolved. While Hive Minds are in the Prototype Stage and early Productisation Stage, over the long term they will be enhanced by advances in 5G, 6G, Artificial Intelligence, Neural Interfaces, Robots, and Sensor Technology, 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, 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 4 3 2 7 8 4 2 8 1961 1982 2016 2017 2060 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 HIVE MINDS EXPLORE MORE. Click or scan me to learn more about this emerging tech. 473311institute.com MRL2 /9 6 /10 3 TRL /9 H OLODECKS, which are in the Concept Stage and early Prototype Stage, is the field of research concerned with trying to re-create the famous Star Trek Enterprise Holodecks that provide users with a fully explorable and immersive simulated environment all within the confines of a defined space, without needing the user to carry or wear any specialist equipment. Recent breakthroughs in the field include the development of Parallax displays and sophisticated user analysis and tracking systems which, today, provide users with a very basic Holodeck experience. DEFINITION Holodecks are a chamber or facility in which a user can experience a holographic or computer simulated physical environments. EXAMPLE USE CASES Today we are using the first Holodeck prototypes to test the theories and methodologies, and refine them. In the future the primary applications of the technology will include education, entertainment and teleprescence. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow, albeit from a very low base, primarily led by organisations in the Entertainment sector, with support from private investors. In time we will see the technologies needed to create the first Holodecks emerge, but it will be a long while before we see the same kind of Holodecks shown on the TV shows. While holodecks are in the Concept Stage and early Prototype Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Augmented Reality, Creative Machines, Holograms, Machine Vision, Matter Holograms, Metalenses, Neural Interfaces, Programmable Matter, and Sensor Technology, 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, 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 1 1 2 2 9 3 1 7 1955 1964 2010 2026 2050 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT HOLODECKS STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 474311institute.com MRL3 /9 4 /10 5 TRL /9 H OLOGRAMS, which are in the Concept Stage and early Prototype Stage, is the field of research concerned with developing free form, 3D moving images using laser light. Recent breakthroughs in the field include the development of the world’s first true, free form multi-coloured interactive Holograms that were created using a combination of laser suspended Nanocellulose particles, illuminated with laser light, and elsewhere the creation of the same but using a differet approach that relied on Femtolasers that turned small pockets of air into coloured plasma which were then manipulated to create true 3D holographic objects. DEFINITION Holograms are a 3D image formed by the interference of light beams from a laser or other coherent light source. EXAMPLE USE CASES Today we are using the first Hologram prototypes to test theories and methodologies, and refine the technology. In the future the primary applications of the technology will include any situation where free form 3D displays are valuable, from entertainment and healthcare, to even, one day, Holodecks. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow, albeit from a low base, primarily led by organisations in the Consumer Electronics sector, with support from university grants. In time we will see the size and resolution of these Holograms increase, and the size and cost of the equipment used to make them decrease to the point where they become commercially viable to produce. While Holograms are in the Concept Stage and early Prototype Stage, over the long term they will be enhanced by advances in Artificial intelligence, Laser Technology, Nano- Materials, and Sensor Technology, 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, 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 2 2 5 9 3 2 8 1958 1963 2017 2036 2052 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘17, ‘18, ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 HOLOGRAMS EXPLORE MORE. Click or scan me to learn more about this emerging tech. 475311institute.com MRL9 /9 6 /10 9 TRL /9 H OLOPORTATION, which is in the Productisation Stage, is the field of research concerned with trying to bring to life authentic and realistic holographic representations of people which can be used to improve inter-personal communication and collaboration across large distances. Recently there have been a number of breakthroughs in the field including the development of realistic Augmented reality- like holographic avatars which enable people to communicate and interact with one another, via headsets and haptic devices, as though they were in the same room. However, given network latencies and the difficulty of enabling fine co- ordinated movements between people the technology still has some way to go before it’s truly like being in the same room as the person you’re interacting with. DEFINITION Holoportation is the use of real time holograms to enable interpersonal communication and collaboration across distances. EXAMPLE USE CASES While Holoportation is effectively the digitisation of human presence across distances it’s primary use case is its ability to make it look as though colleagues and team members who are physically remote seem as though they are in the same room as you. Additionally, the use Universal Translators that let people converse with one another in their own local dialects will enhance the effectiveness of the experience even more. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade we will continue to see the interest in this field accelerate, predominantly led by the Technology sector. The digitisation of human presence is a game changer, and in time with the development of new smart gadgets, higher resolution display systems, and other technologies it will be increasingly difficult for you to believe that you aren’t in the same room as the people you’re talking to, therefore the technology will have staying power. While Holoportation is still in the Productisation Stage it could be enhanced by advances in 5G, 6G, AI, Augmented Reality, Behavioural Computing, Displays, Haptics, Holograms, Laser technology, Meta-Optics, Mixed Reality, Sensors, and other technologies, however over the long term it’s unclear what it could be superseded 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 5 5 4 9 8 5 4 9 1967 2015 2016 2020 2035 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT HOLOPORTATION STARBURST APPEARANCES: ‘23, ‘24 476311institute.com MRL EXPLORE MORE. Click or scan me to learn more about this emerging tech.5 /9 2 /10 8 TRL /9 H YPERSURFACES, which are in the Prototype Stage, is the field of research concerened with turning every surface into an interactive user interface that can be used to control the different types of technology that’s all around us. Recent breakthroughs in the field include using Artificial Intelligence and sensors to create systems that can track user behaviours, from knocks and the steps they take, to the patterns they trace across surfaces, to create gesture vocabularies that can be used to control and interact with almost any type of device or technology, from sound and lighting systems to tablets. DEFINITION Hypersurfaces employ a range of different technologies that turn any surface into a tactile user computer interface. EXAMPLE USE CASES Today we are using the prototypes to prove the theories and refine the technology. In the future the primary applications of the technology could be almost limitless, allowing users to turn anything and everything into a user interface that can be used to control and interact with the technology around them. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade interest in the field will continue to accelerate, and interest and investment will continue to grow, albeit from a very low base, primarily led by organisations in the Technology sector. In time we will see the technology become refined and miniaturised. While Hypersurfaces are in the Prototype Stage, over the long term they will be enhanced by advances in Artificial Intelligence, 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 6 5 8 8 3 2 9 2001 2007 2015 2017 2028 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT HYPERSURFACES STARBURST APPEARANCES: ‘19, ‘20 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 477311institute.com MRL3 /9 6 /10 6 TRL /9 M EMORY DOWNLOADING, which is in the Concept Stage and Prototype Stage, is the field of research concerned with developing the technologies and tools needed to accurately and safely download information and memories, from the human brain, into other entities or machines. While the field is highly complex the areas of research vary between researchers who are trying to stream information and memories from the brain, much in the same way we stream digital content today from the internet, and those who are trying to download “Whole Brain” information and experiences into, for example, Avatars or Robots. Recent breakthroughs in the field include the ability to stream static images and movie-like content from the brain in real time, using Artificial Intelligence and Neural Interfaces, to TV screens, but whole brain downloads are still far away. DEFINITION Memory Downloading is the process of downloading information from the human brain to any other system or device. EXAMPLE USE CASES Today we are using Memory Downloading in a variety of ways, including in the police force to help create better photo fits of suspects, and in hospitals to help ALS patients communicate with loved ones, and at a more basic level we are also using the technology to stream movie-like content to television screens. In the future the primary applications of the technology will be almost limitless, and it will revolutionise humanity. 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, Defence, Consumer Electronics, Healthcare, and Technology sectors, with support from government funding and university grants. In time we will the technology mature, at which point there will be serious ethical and regulatory hurdles to overcome. While Memory Downloading is in the Concept Stage and Prototype Stage, over the long term it will be enhanced by advances in Artificial Intelligence, Bio-Compatible Transistors, Creative Machines, fMRI, Memory Editing, Memory Uploading, Memory Transfer, Neural Interfaces, 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, 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 1 1 4 7 9 3 1 8 1944 1991 2015 2035 2054 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 MEMORY DOWNLOADING EXPLORE MORE. Click or scan me to learn more about this emerging tech. 478311institute.com MRL2 /9 9 /10 4 TRL /9 M EMORY TRANSFER, which is in the Concept Stage and early Prototype Stage, is the field of research concerned with developing the technologies and tools needed to transfer real memories between two independent living organisms, and eventually, machines. Recent breakthroughs in the field include the world’s first memory transfer between two living animals, in this case snails, where scientists extracted RNA from trained snails and injected it into un-trained ones, the result of which was the un-trained snails were then able to complete the same tasks as the trained ones with the same accuracy and speed, conclusively proving that the theory of memory transfer is real, and giving us a potential pathway to one day transfer memories between humans. DEFINITION Memory Transfer is the process of transferring memories from one entity to another. EXAMPLE USE CASES Today we are using the first Memory Transfer prototypes to proe the theories and refine the technology. In the future the primary applications of the technology will be in the Healthcare sector in the treatment of Dementia patients, after which the number of applicable use cases, including entertainment, will grow before eventually it revolutionises humanity. 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 Defence sector, with support from government funding and university grants. In time we will see the technology mature to a point where both basic, and more advanced memory transfers can be performed, but as the technology inevitably improves the biggest hurdles for it to overcome will undoubtedly be ethical and regulatory. While Memory Transfer is in the Concept Stage and early Prototype Stage, over the long term it will be enhanced by advances in Artificial Intelligence, Bio-Compatible Transistors, Hive Minds, Memory Downloading, Memory Editing, Memory Uploading, Neural Interfaces, Neurology, Neuro-Prosthetics, 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, 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 1 1 1 2 9 3 1 6 1946 1972 2018 2050 >2075 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT MEMORY TRANSFER STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 479311institute.com MRLNext >