< Previous3 /9 9 /10 6 TRL /9 M EMORY UPLOADING, which is in the early Prototype Stage, is the field of research concerned with developing new ways to upload information and knowledge, as well as the broader remit of uploading experiences and memories, to the human brain by harnessing the brain’s natural synaptic plasticity. Recent breakthroughs in the field include uploading knowledge “Matrix style” to the human brain by isolating, re-playing, and then “transplanting” the brainwave patterns that correspond to certain skills, such as flying a fighter jet, from trained pilots whose brainwaves were recorded while they were in a simulator, into the brains of volunteers who, after the trials, were able to fly and land the jets successfully - albeit for a short period of time. Elsewhere other researchers have used Neuro-Electrical Stimulation to tap into this same natural plasticity to improve Olympians learning and subsequent Olympic performances by up to 80 percent. DEFINITION Memory Uploading is the process of uploading information from any system or device to the human brain. EXAMPLE USE CASES Today we are using the first Memory Uploading prototypes to test the theories and refine the technology. In the future the primary applications for 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 Defence sector, with support from government funding and university grants. In time we will see the technology mature as researchers find new ways to manipulate and tap into the brain’s natural synaptic plasticity and unlock its secrets, but inevitably over time the technology will increasingly run into ethical and regulatory hurdles which will slow down its adoption. While Memory Uploading is in the early Prototype Stage, over the long term it will be enhanced by advances in Artificial Intelligence, Creative Machines, fMRI, Hive Minds, Memory Downloading, Memory Editing, Memory Transfer, Neural Interfaces, and Neuro-Electrical Stimulation, 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 7 9 3 1 8 1952 1988 2015 2045 2060 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22, ‘23 MEMORY UPLOADING EXPLORE MORE. Click or scan me to learn more about this emerging tech. 480311institute.com MRL9 /9 6 /10 9 TRL /9 M IXED REALITY, which is in the Productisation Stage and early Mass Adoption Stage, is the field of research concerned with developing the hardware, software, platforms and tools necessary to support Mixed Reality (MR) experiences, 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 Mixed Reality allows physical and digital objects to co-exist and interact with one another in the same virtual space in real time while letting users manipulate both. EXAMPLE USE CASES Today we are using Mixed Reality in a myriad of ways that include being able to provide real-time holographic translation services, letting artists and architects manipulate real world and digital objects in order to create new environments and landscapes, and letting healthcare practitioners explore patients bodies and illnesses in more exquisite detail before performing surgery. 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 Mixed Reality is in the Productisation Stage and early 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, Haptics, High Definition Rendering, Low Earth Orbit platforms, Machine Vision, 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 5 5 2 9 8 4 2 9 1982 2016 2017 2018 2032 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘20, ‘21 MIXED REALITY 481311institute.com MRL7 /9 9 /10 8 TRL /9 N EURAL INTERFACES, which are in the Productisation Stage, is the field of research concerned with developing the technologies and tools needed to unlock the power of the human brain, and allow the one way or two way telepathic communication of information between humans, and or, machines. Recent breakthroughs in the field include the development of invasive Bio-Compatible sensors that can be inserted directly into the brain, as well as ultra- sensitive non-invasive Acoustic and Near Infra Red sensing systems that, when coupled with trained Artificial Intelligence models, allow volunteers to telepathically stream thoughts and play telepathic games. DEFINITION Neural Interfaces are Brain-Machine interfaces that allow users to communicate, control, and interact with devices and machines using thought. EXAMPLE USE CASES Today we are using Neural Interfaces to control military fighter jets, play telepathic Tetris, and telepathically train robots, as well as using them to allow ALS patients to communicate with loved ones, and stream images and dynamic content from people’s brains directly to the internet. In the future the primary applications of the technology will be in situations where being able to operate at the speed of thought, and or, communicate using just thought, is valuable, from Telepathic Human to Human, or Human to Machine communication, to Telepathic “Active” cyber warfare. 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, Healthcare, and Technology sector, with support from government funding and university grants. In time we will see the use of invasive neural implants fade out as non-invasive alternatives become the norm, and as the sensing sensitivity of these systems improve, and as the technology miniaturises, their adoption will increase. While Neural Interfaces are in the Productisation Stage, over the long term they will be enhanced by advances in 6G, Artificial Intelligence, Bio-Compatible Transistors, Graphene, Hapatics, Memory Downloading, Memory Uploading, Memory Transfer, 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, 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 5 2 9 9 5 4 8 1960 1993 1998 2003 2042 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT NEURAL INTERFACES STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 482311institute.com MRL7 /9 6 /10 9 TRL /9 P ERSONALISED SOUND, which is in the early Productisation Stage, is the field of research concerned with splitting sound into individual channels so that only specific people can hear specific sounds or content, without others in the room hearing them, and all without the need for users to use any equipment, such as headphones or any other devices. Recent breakthroughs in the field include the development and release of the first commercial products, in the form of a small sound bar, that can be used in the car, home, or office. DEFINITION Personalised Sound Streaming is the ability to separate sound into individual channels that only individual users can hear, irrespective of their environment. EXAMPLE USE CASES Today we are using Personalised Sound to let consumers, in the car and at home, only listen to the content they’re viewing without interupting the other people next to them. In the future the primary applications of the technology will include using it in areas where users either want to focus on their own content, and not someone else’s, for example in autonomous vehicles, situations that require privacy, as well being a natural compliment to AI Procedural Story Telling that will allow users to listen to their own personalised AI generated content and storylines. 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 and Consumer Electronics sector. In time we will see the technology continue to mature and become more widely adopted as the price point drops, and as manufacturers find new ways to integrate it with their own technology. While Personalised Sound is in the early Productisation Stage, over the long term it will be enhanced by advances in Metamaterials, 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 7 6 3 9 8 4 2 9 1982 2016 2017 2018 2030 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 PERSONALISED SOUND EXPLORE MORE. Click or scan me to learn more about this emerging tech. 483311institute.com MRL3 /9 7 /10 4 TRL /9 S CREENLESS DISPLAY SYSTEMS, which are in the Concept Stage and early Prototype Stage, is the field of research concerned with developing new ways to beam content and information directly into peoples eyes and retinas, which would allow them to view content without the need to use physical screens or traditional displays. Recent breakthroughs in the field include the development of new Holographic projection systems, and Semi-Conductor grids embedded into Smart Glasses that are capable of beaming photons into eyes to create very basic, grey-scale images, but we are still a long way off from realising some of the science fiction technologies that let companies beam adverts directly into users eyes. DEFINITION Screenless Displays are a range of virtual and retinal display systems that project images directly onto the retina. EXAMPLE USE CASES Today we are using the first Screenless Display System prototypes to test theories and refine the technology. In the future the primary applications of the technology will include entertainment, including Augmented Reality (AR) and Virtual Reality (VR), and any situation where not having to rely or use traditional screens adds value. 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 Consumer Electronics sector, with support from univesity grants. In time we will see the technology mature to the point where researchers are able to beam high quality content directly into users eyes, but there will likely be significant cultural and regulatory hurdles to be overcome before the technology can be adopted. While Screenless Display Systems are in the Concept Stage and early Prototype Stage, over the long term they will be enhanced by advances in Holograms, and Semi-Conductors, 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 2 3 2 4 8 3 2 7 1979 2008 2021 2030 2034 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT SCREENLESS DISPLAY SYSTEMS STARBURST APPEARANCES: ‘17, ‘18, ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 484311institute.com MRL4 /9 2 /10 7 TRL /9 S PRAY ON INTERFACES, which are in the Prototype Stage, is the field of research concerned with developing intelligent sensor laden functional inks and paints that you can spray onto any surface to create interactive user experiences and interfaces with. While this technology has been mooted in the movies for some time now recently there have been breakthroughs in the field that allow researchers to spray user interfaces onto any kind of surface which, through motion or touch, then allow users to control and interact with the different computing systems and technologies around them. And if you’re wondering why this might be useful then check out the use cases below. DEFINITION Spray on User Interfaces are user interfaces that can be sprayed onto a surface. EXAMPLE USE CASES While there are many example use cases for this technology some of the primary ones could include being able to control different things in your home with them. For example, imagine spraying an interface onto your sofa that allows you to control your TV, or spray and interface onto your walls that let you control the lighting or temperature and you’ll start getting the gist. Expanding this out though you could spray interfaces onto buildings which would let you control or play music or get information about the local area, and you could even spray an interface onto an industrial piece of equipment in a factory to get information about it or interact with it, and other interesting use cases. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade we will continue to see interest and investment in Spray on User Interfaces increase, albeit from a very low base, primarily led by university grants. The ability to turn any object into a smart and interactive interface on demand has many benefits and ultimately many of the applications of this technology are only limited by our imagination - especially as we continue to see other complimentary technologies developing quickly alongside it. While Spray on User Interfaces are still in the Prototype Stage it could be enhanced by advances in Artificial Intelligence, Compute, Display technology, Materials, Polymers, Quantum Dots, Sensors, Spray on 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, and establish a point of view. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 4 6 4 8 7 2 2 8 1989 2007 2017 2023 2042 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT SPRAY ON USER INTERFACES STARBURST APPEARANCES: ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 485311institute.com MRL6 /9 8 /10 9 TRL /9 T ELEPATHY, a General Purpose Technology, which is in the early Productisation Stage, is the field of research concerned with trying to develop human Brain-to-Brain communication, as well as the ability to control and influence different things with just the power of your mind. Recently there have been a myriad of breakthroughs in the field including the development of fine grained Brain Machine Interfaces (BMI) and Neural Interfaces which have let people communicate their thoughts with others, control advanced fighter jets, navigate virtual worlds, play telepathic games, send texts, stream images of what they’re thinking to TV, train robots and embue them with new skills, and even alter the shape of so called Telepathic Metamaterials. A busy space this is one to watch, but it will be a long time still before we all dump the decades old keyboard for a gadget with a BMI. DEFINITION Telepathy is the use of thoughts to communicate with other people and devices. EXAMPLE USE CASES Telepathy is a science fiction technology which is science fact. Described as one of the most efficient ways of communicating as with regular forms of communication its primary use case will be as a means to communicate with others around us, or at distance, as well as control and interact with different devices and systems for all manner of purposes. Today, however, it’s primary use cases involve navigating virtual worlds, and letting ALS patients communicate with loved ones. FUTURE TRAJECTORY AND REPLACABILITY Over the next decade we will continue to see interest in this field accelerate, predominantly led by the Defense, Healthcare, and Technology sectors. As our ability to use our minds to communicate, learn, and share information with others improves over time this technology will be as revolutionary as electricity or the wheel, and while it is accelerating fast there is still alot to be done before it is adopted en masse by people. While Telepathy is still in the early Productisation Stage it could be enhanced by advances in AI Symbiosis, Neural Interfaces, and other technologies, however over the long term [it could be replaced by XYZ] [it’s unclear what it could be superceded by]. MATTHEW’S RECOMMENDATION In the short to medium term I suggest companies put the technology on their radars, and re-visit it every few years until progress in the space accelerates. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 5 5 2 9 9 4 3 9 1933 1959 1999 2022 2044 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT TELEPATHY STARBURST APPEARANCES: ‘23, ‘24 486311institute.com MRL EXPLORE MORE. Click or scan me to learn more about this emerging tech.9 /9 7 /10 9 TRL /9 U NIVERSAL TRANSLATORS, which are in the Productisation Stage, is the field of research concerned with developing a single platform or system that can translate any language into any other language accurately and without any loss of context. Recent breakthroughs in the space include the ability to understand certain animal chatter as well as the ability to use Zero Day AI learning methodologies to translate conversatioins from one language to another without first having to go via an intermediary language, and given the current rate of development it will not be long before true universal translators emerge. DEFINITION Universal Translation is the automatic, real time computer based translation of one language into any other language. EXAMPLE USE CASES Today we are using standard language translation platforms to translate different languages but their accouracy varies and they often loose the context of the conversation or media they are translating. In the future the primary use case of the technology will be to allow anyone to communicate with anyone, or anything, in a fluid and frictionless manner. 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 Technology sector, with support from univesity grants. In time we will see emergence of true universal translators which offer consumers a fluid and frictionless translation experience, irrespective of whether they are talking an ancient or current human language, or even an animal language, and with little to no need for any form of regulatory scrutiny I expect the technology to be quickly adopted. While Universal Translators are in the Productisation Stage, over the long term they will be enhanced by advances in Artificial Intelligence, Digital Humans, 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 5 7 5 8 9 5 2 9 1967 2017 2018 2023 2032 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT UNIVERSAL TRANSLATORS STARBURST APPEARANCES: ‘20, ‘21, ‘22, ‘23, ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 487311institute.com MRL4 /9 10 5 TRL /9 V IRTUAL BEINGS, which are in the early Commercialisation Stage, is the field of research concerned with trying to create artificially sentient virtual beings that to all intents and purposes are almost indistinguishable from real beings - or entities - in their actions, behaviours, mannerisms, and quirks, that have a wide range of utility. With recent breakthroughs including the development of authentic virtual beings that inhabit games and interact with players using natural behaviours and language, as well as the ever increasing number of virtual influencers, which have more in common with Avatars than this technology, there’s no question that over the long term this technology will take off and become pervasive. DEFINITION Virtual Beings are computer generated sentient entities that can intelligently interact with Humans and other machine systems. EXAMPLE USE CASES Today we’re seeing game developers, entertainment, and marketing companies especially trying to create authentic virtual beings that have their own “natural agency” which can autonomously interact with people, as we as other digital or virtual entities, to sell them products, entertain them, and act as in game companions. And this is just the beginning for this technology which in time will see us create living beings “at internet scale.” FUTURE TRAJECTORY AND REPLACABILITY Over the next decade we will continue to see interest and investment in Virtual Beings increase, primarily led by organisations in the Consumer, Entertainment, Gaming, and Media sectors. With just one of the taglines for this technology being “Humans at internet scale” and with the cost and utility of Virtual Beings getting better all the time it’s only a matter of time before they augment and replace many humans in online experiences, as well as in certain areas of the workforce, and dominate anything and everything with a screen. While Virtual Beings is still in the early Commercialisation Stage it could be enhanced by advances in Affective Computing, Artificial Intelligence, Avatars, Communications, Machine Vision, UHD Rendering Engines, 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, and establish a point of view. 15 SECOND SUMMARY Accessibility Affordability Competition Demonstration Desirability Investment Regulation Viability 4 6 3 7 8 5 5 8 1932 2004 2018 2021 2059 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT VIRTUAL BEINGS STARBURST APPEARANCES: ‘24 EXPLORE MORE. Click or scan me to learn more about this emerging tech. 488311institute.com MRL9 /9 8 /10 9 TRL /9 V IRTUAL REALITY, which is in the Productisation Stage, is the field of research concerned with developing the hardware, software, platforms and tools necessary to support Virtual Reality (VR) creations and environments. Recent breakthroughs in the field include the development of wireless All in One (AiO) VR headsets that don’t have to be tethered to computers, and the discovery of new ways to combat the feeling of sickness that many users experience, as well as the use of Artificial Intelligence and Simulation Engines to create and design new virtual environments and worlds, whether they’re generated from real data or simulated data, in near real time. DEFINITION Virtual Reality is a computer generated simulation of a 3D image or environment that users and other digital entities can interact with. EXAMPLE USE CASES Today the technology is being used in a myriad of ways, including within education and training, in schools and corporate environments, in the maintenance of complex industrial assets, and in the entertainment and gaming sectors. In the future the primary applications of the technology will include any situation where being immersed in a virtual environment, or being virtually transported to a real place, whether it is for business, pleasure or training purposes, 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 at an accelerating rate, primarily led by organisations in the Aerospace, Defence, Consumer Electronics, Retail, and Technology sectors. In time we will see the technology mature, but even though content will be easier to create, the biggest issue, that of wearing bulky, unsociable headsets will still need to be overcome, but there are a number of complimentary technologies that will help us accomplish that. While Virtual Reality is in the Productisation Stage, over the long term it will be enhanced by advances in 5G, 6G, Artificial Intelligence, Creative Machines, Display Technology, Hapatics, High Definition Rendering Engines, Metalenses, Nano-Materials, Sensor Technology, and Simulation Engines, but in time it will be replaced by Neural Interfaces. 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 8 7 5 9 1975 1991 1995 1998 2028 STATUS PRIMARY GLOBAL DEVELOPMENT AREAS IMPACT STARBURST APPEARANCES: ‘17, ‘18, ‘19, ‘20, ‘21, ‘22, ‘23, ‘24 VIRTUAL REALITY EXPLORE MORE. Click or scan me to learn more about this emerging tech. 489311institute.com MRLNext >