Out of the limelight (Original from 2006)
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Transcript of 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
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
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
4 © 2006 IBM Corporation
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)
5 © 2006 IBM Corporation
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
© 2006 IBM Corporation
So what’s next?
Better Faster Cheaper
Admission Expansion
Socialization
7 © 2006 IBM Corporation
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
8 © 2006 IBM Corporation
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
9 © 2006 IBM Corporation
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
10 © 2006 IBM Corporation
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
11 © 2006 IBM Corporation
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
12 © 2006 IBM Corporation
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
13 © 2006 IBM Corporation
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
14 © 2006 IBM Corporation
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?
© 2006 IBM Corporation
THANK YOU