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Ian Pearson Future tech and child helplines www.futurizon.com
Demographic churn Immigration Re-migration Emigration Brain drain Ageing workforce Inter-generational conflict Mobility and volatility Will this lead to retirement home UK & Ireland?
The web is now past critical mass 2000 2005 2010 2015 Web  presence Dot coms Portals Socialising/dating Virtual environments Customer based value Mash sites Personal sites & blogs Semantic web Kick off zone On-line games If it won’t work now, it never will!
Social web development people will solicit adverts when they want them Improving interfaces & displays Ease of use Ubiquity Now default platform Cross gadget integration More social  entrepreneurs High speed mobility & positioning
Social networking Social networking sites allow children with lower social skills still to find friends They can keep a large physical distance if they wish They are ideal for peer-group support networks They can be made relatively safe by monitoring or mediating them and checking identity before people are allowed in (even if their ID is hidden inside)
Country A Country B Country C Cybercommunity X Cybercommunity   Y Cybercommunity Z Real World Cyberspace Web based communities Even if someone is one in a million, that means there are 6500 other just like them out there.  They can find them and link up. People belong to many different communities at the same time.
Living with virtuality Physical World Mental world Cyberspace Most children are very happy to explore cyberspace. It is less alien to them.
Virtual worlds  Future links to the nervous system will let touch be recorded and replayed, enabling bio-feedback, visualisation, relaxation and other self care.
Using virtual environments Can use virtual environments to try out real world situations People can interact more easily on web sites, indulging both personal and group creativity Anonymity can be preserved easily Interactions can be facilitated by pausing or slowing down the speed of simulation so that a child has time to think
IT progress gives us more for less And it isn’t over yet!!!
Smart environment Tiny processors, tags, data stores, sensors and communicators can be all around the environment, and deep inside our bodies. Configured via self-organisation Tag Store Store Store Tag Tag Tag Tag Store Processing Processing Processing Sensor Sensor Sensor Sensor Sensor Sensor Comms Comms Comms
Smart environment Sensors pick up who people are Beacons can broadcast to them Smart posters can be interactive Information can spread organically among people Virtual worlds will overlay everywhere
The human body as a data source Data may include emotional state, nerve activity, and biomedical data such as breathing, noise, movement. Could be used with active jewellery. Range of signals from person Signal processor  and recorder AI based signal interpretation and deduction of intent Natural language processing Enhanced output to external  environment, people and  electronic systems Alarms, remote supervision
Sensory translation Sensory translation unit Input Output Alarms Telemetry Monitors Logs Control systems Messaging Audio Video Heat or vibration Pain or pleasure This could be used as a good form of feedback to teach better coping strategies, recognise problems etc External sensors Wearable sensors Detachable sensors Implanted sensors Magnetic field Radiation (EM or nuclear) Magnetic field Temperature Location Proximity Sound Chemical or  microbiological presence Data Pollutants
Electronic jewellery Identification, security Social status Digital image augmentation Communication, data distribution Sensing Medical monitoring, alarms Any form Networking Decoration Tribal signalling Digital bubble Mobile website Miniaturisation will bring everyday IT down to lapel-pin size.
Jewellery nets Direct inter-device networking will become an important alternative internet platform Wireless LAN link to web and between clusters Wireless links
Digital bubble / Ego badge Badges can interact electronically even before people see each other. Ideal for networking with the right people, and for targeting messages at the right people.
Display evolution Will also see lots of very large wall displays, coffee table displays, digital windows, recipe tablets etc. All context aware. 80 inch display, £180
Active  contact lens (Pearson 1991) Resolution limited by the eye Allows natural distance perception Tiny environmental footprint laser focusing micromirror retina lasers Gaze direction sensor Gaze direction sensor Diamond substrate Micromirror Inductive power supply Processing Comms & ctrl Laser Laser Laser
3D interfacing: Stick 2.0 (Pearson 1991) Stick variant Angular coordinates written onto LED signal as it the beam is raster scanned, so that detector can triangulate the location of the ends of the stick Total cost: 50c A stripy reflector conveys rotational information too Nintendo Wii wand Stick Reflector LED Detector IR raster scan with coordinates written on beam Physical Activity Computer games
Games Games are a good way of blending interactive services, people and AI into a child-friendly, supportive and empowering environment. Children might ‘open up’ to games characters more than they would feel comfortable doing with a human carer.
Active skin Permanent layer Mid-term layer Transfer layer Detachable layer Wearable layer Skin Epidermis Dermis Skin-based electronics can link blood chemistry and nerve signals to external computers and systems Even thought recognition is starting to appear now Emotiv Epoc headset for computer games
Positioning Positioning is useful to carers to track the child and make sure they are safe It is useful to the child for navigation, socialisation, security, alarms and keeping in touch Future positioning will be accurate to 10cm
Cyberspace time travel Full sensory virtual environments will allow even more possibilities than real life, and will transform therapy, allowing children to safely try out life scenarios and how they might respond.
Duality People and buildings can emit an interactive digital ‘aura’ over wireless LANs This gives a dual appearance Real world - same for everyone Virtual world - depends on who is looking at you, dynamic Can overlay help layers specific to each child’s needs Can even have AI companions or real people’s avatars with them
Duality Duality allows a cyberspace layer to be superimposed into the child’s field of view everywhere they go. This allows convergence of computer games, TV, networking and other web services. It also enables a carer effectively to be with the child 24/7, making the helpline a much more distributed facility
Using duality People’s and buildings’ appearances can vary The whole town can be ‘painted’ to taste ‘ Invisible’ is the new black Digital creatures and virtual characters can populate the streets and spread the word Convergence of computer games, TV, web and the street
Duality Physical world  Virtual worlds Augmented reality interfaces Physical world content  Virtual content Context and position dependent data Business, social, government and personal apps Personalised overlay
Avatars Avatars allow helplines to provide a consistent appearance across multiple carers This means that the child might see a single avatar that is actually the front end for a group of people and other support services, even AI They allow both carer and child to retain anonymity if they wish They allow children to bring out certain aspects of their personality without necessarily disclosing others
Digital mirror, active make-up Can see yourself as you want to be, not as you are Can tweak your video image for use on-line Can indulge particular aspects of your personality Can experiment
Maslow’s hierarchy of needs Physiological Safety/Security Social Esteem Positive feedback loop Some stress arises because of increasing choice. Children don’t know which to pick and are frightened of missing out on the best options. Market size Self actualisation Physiological Safety/Security Social Esteem Self actualisation
AI & Robotics not all your friends will be human! Human Machine Human Machine Today Tomorrow The information economy will move into the machine world.  Far future
Revaluation of human skills Today, many people work as smart machines Machines will become much smarter Tomorrow, people will have to work as people
Care economy Value of physical/ intellectual work Value of community & social wellbeing time More need for face to face interaction
Skills for the job –  the feminisation of work Agricultural Age Strength Dexterity Hunting Fighting Navigation Team Working Industrial Age Strength Dexterity Engineering Fighting Political Intellect Management Leadership Information Age Engineering Global politics Peacekeeping Intellect Creativity Design Management Administration Leadership Marketing & sales Networking HR Care Age Caring Networking Human interfacing Community Empathy Counselling Peacekeeping Leadership Motivation Marketing & sales Creativity
Future fund raising Lots of sorts of funds Air miles, loyalty points, babysitting, promises, donations in kind…. All just bits in a spreadsheet! Electronic cash can come with bells and whistles, such as celebrity cash, multimedia cash, interactive cash Cash can be hyperlinked to any web stuff It may be more difficult to do street collections as coins are phased out. Electronic transactions require much more trust
Electronic money 2020 Today’s Oyster Card is just the beginning Aesthetic cash Ethical cash Conditional cash Vouchers Loyalty points Time based value cash IOUs Assigned cash Play money Playground economy Safe pocket money Family token systems Favours LETS Babysitting tokens Club/society currency Neighbourhood currency Information brokerage Agent/robot economy Analog payments Tax free/tax paid Volatile cash Corporate cash Micro/nanopayments Negotiable cash Single Global Currency Credit Guaranteed/qualified cash Algorithmic cash Internal currency Intranet cash Forward dated cash Celebrity cash Collectable cash Hyperlinked cash Multimedia cash Personalised cash
Thank you [email_address] www.futurizon.com

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Ian Pearson

  • 1. Ian Pearson Future tech and child helplines www.futurizon.com
  • 2. Demographic churn Immigration Re-migration Emigration Brain drain Ageing workforce Inter-generational conflict Mobility and volatility Will this lead to retirement home UK & Ireland?
  • 3. The web is now past critical mass 2000 2005 2010 2015 Web presence Dot coms Portals Socialising/dating Virtual environments Customer based value Mash sites Personal sites & blogs Semantic web Kick off zone On-line games If it won’t work now, it never will!
  • 4. Social web development people will solicit adverts when they want them Improving interfaces & displays Ease of use Ubiquity Now default platform Cross gadget integration More social entrepreneurs High speed mobility & positioning
  • 5. Social networking Social networking sites allow children with lower social skills still to find friends They can keep a large physical distance if they wish They are ideal for peer-group support networks They can be made relatively safe by monitoring or mediating them and checking identity before people are allowed in (even if their ID is hidden inside)
  • 6. Country A Country B Country C Cybercommunity X Cybercommunity Y Cybercommunity Z Real World Cyberspace Web based communities Even if someone is one in a million, that means there are 6500 other just like them out there. They can find them and link up. People belong to many different communities at the same time.
  • 7. Living with virtuality Physical World Mental world Cyberspace Most children are very happy to explore cyberspace. It is less alien to them.
  • 8. Virtual worlds Future links to the nervous system will let touch be recorded and replayed, enabling bio-feedback, visualisation, relaxation and other self care.
  • 9. Using virtual environments Can use virtual environments to try out real world situations People can interact more easily on web sites, indulging both personal and group creativity Anonymity can be preserved easily Interactions can be facilitated by pausing or slowing down the speed of simulation so that a child has time to think
  • 10. IT progress gives us more for less And it isn’t over yet!!!
  • 11. Smart environment Tiny processors, tags, data stores, sensors and communicators can be all around the environment, and deep inside our bodies. Configured via self-organisation Tag Store Store Store Tag Tag Tag Tag Store Processing Processing Processing Sensor Sensor Sensor Sensor Sensor Sensor Comms Comms Comms
  • 12. Smart environment Sensors pick up who people are Beacons can broadcast to them Smart posters can be interactive Information can spread organically among people Virtual worlds will overlay everywhere
  • 13. The human body as a data source Data may include emotional state, nerve activity, and biomedical data such as breathing, noise, movement. Could be used with active jewellery. Range of signals from person Signal processor and recorder AI based signal interpretation and deduction of intent Natural language processing Enhanced output to external environment, people and electronic systems Alarms, remote supervision
  • 14. Sensory translation Sensory translation unit Input Output Alarms Telemetry Monitors Logs Control systems Messaging Audio Video Heat or vibration Pain or pleasure This could be used as a good form of feedback to teach better coping strategies, recognise problems etc External sensors Wearable sensors Detachable sensors Implanted sensors Magnetic field Radiation (EM or nuclear) Magnetic field Temperature Location Proximity Sound Chemical or microbiological presence Data Pollutants
  • 15. Electronic jewellery Identification, security Social status Digital image augmentation Communication, data distribution Sensing Medical monitoring, alarms Any form Networking Decoration Tribal signalling Digital bubble Mobile website Miniaturisation will bring everyday IT down to lapel-pin size.
  • 16. Jewellery nets Direct inter-device networking will become an important alternative internet platform Wireless LAN link to web and between clusters Wireless links
  • 17. Digital bubble / Ego badge Badges can interact electronically even before people see each other. Ideal for networking with the right people, and for targeting messages at the right people.
  • 18. Display evolution Will also see lots of very large wall displays, coffee table displays, digital windows, recipe tablets etc. All context aware. 80 inch display, £180
  • 19. Active contact lens (Pearson 1991) Resolution limited by the eye Allows natural distance perception Tiny environmental footprint laser focusing micromirror retina lasers Gaze direction sensor Gaze direction sensor Diamond substrate Micromirror Inductive power supply Processing Comms & ctrl Laser Laser Laser
  • 20. 3D interfacing: Stick 2.0 (Pearson 1991) Stick variant Angular coordinates written onto LED signal as it the beam is raster scanned, so that detector can triangulate the location of the ends of the stick Total cost: 50c A stripy reflector conveys rotational information too Nintendo Wii wand Stick Reflector LED Detector IR raster scan with coordinates written on beam Physical Activity Computer games
  • 21. Games Games are a good way of blending interactive services, people and AI into a child-friendly, supportive and empowering environment. Children might ‘open up’ to games characters more than they would feel comfortable doing with a human carer.
  • 22. Active skin Permanent layer Mid-term layer Transfer layer Detachable layer Wearable layer Skin Epidermis Dermis Skin-based electronics can link blood chemistry and nerve signals to external computers and systems Even thought recognition is starting to appear now Emotiv Epoc headset for computer games
  • 23. Positioning Positioning is useful to carers to track the child and make sure they are safe It is useful to the child for navigation, socialisation, security, alarms and keeping in touch Future positioning will be accurate to 10cm
  • 24. Cyberspace time travel Full sensory virtual environments will allow even more possibilities than real life, and will transform therapy, allowing children to safely try out life scenarios and how they might respond.
  • 25. Duality People and buildings can emit an interactive digital ‘aura’ over wireless LANs This gives a dual appearance Real world - same for everyone Virtual world - depends on who is looking at you, dynamic Can overlay help layers specific to each child’s needs Can even have AI companions or real people’s avatars with them
  • 26. Duality Duality allows a cyberspace layer to be superimposed into the child’s field of view everywhere they go. This allows convergence of computer games, TV, networking and other web services. It also enables a carer effectively to be with the child 24/7, making the helpline a much more distributed facility
  • 27. Using duality People’s and buildings’ appearances can vary The whole town can be ‘painted’ to taste ‘ Invisible’ is the new black Digital creatures and virtual characters can populate the streets and spread the word Convergence of computer games, TV, web and the street
  • 28. Duality Physical world Virtual worlds Augmented reality interfaces Physical world content Virtual content Context and position dependent data Business, social, government and personal apps Personalised overlay
  • 29. Avatars Avatars allow helplines to provide a consistent appearance across multiple carers This means that the child might see a single avatar that is actually the front end for a group of people and other support services, even AI They allow both carer and child to retain anonymity if they wish They allow children to bring out certain aspects of their personality without necessarily disclosing others
  • 30. Digital mirror, active make-up Can see yourself as you want to be, not as you are Can tweak your video image for use on-line Can indulge particular aspects of your personality Can experiment
  • 31. Maslow’s hierarchy of needs Physiological Safety/Security Social Esteem Positive feedback loop Some stress arises because of increasing choice. Children don’t know which to pick and are frightened of missing out on the best options. Market size Self actualisation Physiological Safety/Security Social Esteem Self actualisation
  • 32. AI & Robotics not all your friends will be human! Human Machine Human Machine Today Tomorrow The information economy will move into the machine world. Far future
  • 33. Revaluation of human skills Today, many people work as smart machines Machines will become much smarter Tomorrow, people will have to work as people
  • 34. Care economy Value of physical/ intellectual work Value of community & social wellbeing time More need for face to face interaction
  • 35. Skills for the job – the feminisation of work Agricultural Age Strength Dexterity Hunting Fighting Navigation Team Working Industrial Age Strength Dexterity Engineering Fighting Political Intellect Management Leadership Information Age Engineering Global politics Peacekeeping Intellect Creativity Design Management Administration Leadership Marketing & sales Networking HR Care Age Caring Networking Human interfacing Community Empathy Counselling Peacekeeping Leadership Motivation Marketing & sales Creativity
  • 36. Future fund raising Lots of sorts of funds Air miles, loyalty points, babysitting, promises, donations in kind…. All just bits in a spreadsheet! Electronic cash can come with bells and whistles, such as celebrity cash, multimedia cash, interactive cash Cash can be hyperlinked to any web stuff It may be more difficult to do street collections as coins are phased out. Electronic transactions require much more trust
  • 37. Electronic money 2020 Today’s Oyster Card is just the beginning Aesthetic cash Ethical cash Conditional cash Vouchers Loyalty points Time based value cash IOUs Assigned cash Play money Playground economy Safe pocket money Family token systems Favours LETS Babysitting tokens Club/society currency Neighbourhood currency Information brokerage Agent/robot economy Analog payments Tax free/tax paid Volatile cash Corporate cash Micro/nanopayments Negotiable cash Single Global Currency Credit Guaranteed/qualified cash Algorithmic cash Internal currency Intranet cash Forward dated cash Celebrity cash Collectable cash Hyperlinked cash Multimedia cash Personalised cash
  • 38. Thank you [email_address] www.futurizon.com

Editor's Notes

  • #2: Hi Ian, Jorik and I have reviewed your slides and we found them really interesting. Here are our comments to help you bring out the relevance of these developments for child helplines a bit stronger. It would be great if you could have an example relevant for child helplines for every slide. Together with your verbal explanations many things might become more clear so forgive us when we comment on something that you have planned to bring up anyway. Altogether it would be very helpful to indicate somewhere on every slide in which year your are expecting these things to happen. It doesn’t matter so much having the exact year rather than an idea if this is already reality or to come in 2, or 5 or 15 years. Since you will not be able to present solutions for our target group it would be good to present them with some questions or predictions. This should trigger their thinking and create some good content for the following Q&A and discussion part. You could put 3 or 4 questions or statements on a slide winding up a chapter. How that could affect child helplines. How could it affect children and people. Which dangers are inherent to these developments. Always baring in mind that child helplines have to be attractive to young people. How could child helplines make use of these developments?