Out of the limelight (Original from 2006)

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© 2006 IBM Corporation George Dolbier, Executive Architect for Interactive Entertainment Beyond the Limelight : Innovations driving the future of Entertainment

Transcript of Out of the limelight (Original from 2006)

Page 1: Out of the limelight (Original from 2006)

© 2006 IBM Corporation

George Dolbier, Executive Architect for Interactive Entertainment

Beyond the Limelight:

Innovations driving the future of Entertainment

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2 © 2006 IBM Corporation

Where we have been

From the 1816 combination of limestone, oxygen and hydrogen to produce limelight,

To it’s replacement, the electric arc light invented over half a century later.

Images Courtesy of the Compulite-danor Stage lighting Museum

From the Paris Opera house to vaudeville, electric light made small regional theaters economically viable

Combined with electric cameras practical economic movie theaters could tell stories to a geographically vast population

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3 © 2006 IBM Corporation

Now that we have lights: Action, Camera

Television: Radio with Pictures

VCRs: Democratization finally comes to film

CD: First successful media “evolution”

DVD: Finally lived up to it’s promise, to do for Video what CD did for audio

DVR: Democratization comes to programming schedules

Electricity was fundamental, but not in itself a revolution

Radio: The first mass revolution

Cinema: Social Stage experience to scale

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Today is tomorrow’s yesterday

Western “virtual” rock band, the Gorillas, sells over 1 million albums

First Virtual economy valued somewhere between Bulgaria and Russia

Completely Virtual character brings audiences to tears without uttering a word

Over 7 million people are playing World of Warcraft.

Television begins to recognize losing audience to Video games

History never looks like history when you are living through it. John W. Gardner (1912 - 2002)

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Business aspects and entertainmentWhy is IBM here?

Creativity drives growth, growth generates technological economic opportunity. It’s that simple

Communication systems that allow for easy natural collaboration enhance Innovation

Entertainment, such as interactive games are leading to alternate reality environments that will have a dramatic impact on how business organize, operate, communicate

For example: Is your next CEO playing games?• Next-generation leaders must thrive in environments that are massively

distributed and virtual in nature—just like those in massive multiplayer online role-playing games (MMORPGs)

• The most active and productive areas of many MMORPGs are often those created and embellished by the players themselves, not those provided the original game designers

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© 2006 IBM Corporation

So what’s next?

Better Faster Cheaper

Admission Expansion

Socialization

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Better

Display technologies allowing higher image quality

CPUs allow for more complex and realistic simulations

New “multi core” computational systems allow true concurrence

Better content creation tools increase detail without cost increase

Higher density silicon systems, allow better creations

Quality of creative content will continue to improve

Creative input, and output devices expand entertainment

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Faster Display technologies allowing higher frame rates

New Faster CPUs, Faster Memory improve ability to enjoy and create

Faster Disk drives, speed up content creation pipelines

Faster IP networks allow distributed play and content creation

Faster device networks allow communications to/from mobile devices

Faster over all studio allow for more content to be created economically

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Cheaper

As the markets grow, new economic models become practical

The past has proven that mass market drives access cost down

Favorable trade policies, and efficient communications system allow content to concurrently launch in multiple geographies

Increase in unit volumes allow for innovation in devices

Faster computers allow for content to be created at a lower budget

Faster computers allow for more and better content to be created

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Admission

“Access disintermediation”

WHAT does this mean?Traditional points of access (and media control) are becoming

displaced, but not rendered irrelevant

Mobile phones access everything

Automated real-time translation

Connected gaming devices

Cars

The ground

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Expansion of Interactivity

Interact with Everyone

Interact from anywhere

Millions of people simultaneously playing within one virtual world

Percentages of the human population participating

Participatory Media

New Models of narrative

Playing the game is creating the game

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Social aspects and Entertainment

The Rise of Social Entertainment

Social Translucence

The Rise of non-traditional content as Entertainment

Beyond Majestic and “I love Bees”

Social acceptance of Games

Leads to…

Games becoming social experiences

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Back into the Carbon Light

Where will be in 100 years?

Carbon devices have been producing holographic reach their 3 decade

Commodity displays reach photon level resolution

Carbon nanotube conductors used in neuro interfaces

Pepsi wins lunar advertising bid: next 3 full moons will be painted with their logo

PC with OPU (optical processing unit) finally outsells Silicon

30% of human population are participating in a single alternate reality

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Better Faster Cheaper

Admission Expansion

Socialization

Investigate the technologies and innovations that can allow you to create better content, in a more timely fashion, with budgetary control.

Learn how to leverage innovative access methods to your projects across multiple geographies and increase your exposure

What Now?

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© 2006 IBM Corporation

THANK YOU