Video Age International October 2015

54 will stage a kind of MMOG (massivelymultiplayer online game: millions of simultaneous players) or even a MMORPG (massively multiplayer online role-playing game). The outcome will be a special kind of reality show, where a real multiplayer game will be set up in a television fashion. Viewers will be able to participate in game shows from home, on trains or airplanes, while climbing a mountain or sailing a boat, and it will be a “real” presence, an immersive presence. In terms of obsolescence, the personal computer is one of the next devices to undoubtedly become an obsolete piece of hardware. It will be replaced by many other pieces of hardware and software: wearable devices with keyboards (real or holographic), capable of speech-to-text, brain-to- text and brain-to-command software. Finally, for the future of data storage, there’s an embarrassing question to be posed: when and how will we find a better technology than paper for the best long lasting data storage? A good hard disk, if not used may keep its data intact for decades, as opposed to centuries if stored on paper (maybe even millennia if stored with care). Here, the two opposing elements are “lasting” versus “copying.” Paper wins outright with “lasting,” digital data wins with “copying.” Consequently, to keep stored digital data intact and to be able to retrieve it safely, we have to copy it regularly — copy after copy after copy. In the near future, every new storage technology will extend the interval between one copying and another. However, in 2030, content of any kind will still be king and consumers will still pay for it, in some way. I n 2030, every person on earth will be able to produce and release live, 3D, 8K-multiple, holographic, artificial reality audio-video content. All of these are grouped under the acronym: “3DXKHAR.” Any consumer will be able to be a “TVcaster”: a content provider and media company combined. In addition, consumers will also be wearing concealed mini cameras (smaller than a one- millimeter cube), broadcasting their points of view to whomever the “TVcaster” allows. Furthermore, with the use of 360-degree cameras (ball-cameras), “TVcasters” can shoot an entire location in all directions simultaneously. Viewers will be able to see every location, as if they themselves were there. This is now called “pan-television,” but in the future its proper definition will be “pan-teleaction.” This is because content offerings in the future — which I define as “teleaction” — will be unlimited, created by “TVcasters” and SEO- tailored (Search Engine Optimization, i.e. how a website optimizes its ranking in the results of a specific content search by an Internet user). Holography will be the near future of 3D television. It’s only a matter of when, since its journey began more than 60 years ago. Holography has been the main factor for the disruption of the old 3D television. With holographic teleaction (and movies), we will have full 3D images actually placed “outside the screen” and not simply “inside the screen.” In the future, teleaction will have a SNL-SEO capability (Semantic and Natural Language Search Engine Optimization) where the viewer will write the query (the request of a certain subject or type of shows) in everyday language, perhaps even using slang. Most likely, the viewer will speak the request. A program guide, to aid in the content selection will be a “robot-guided android,” who will be able to interact vocally with viewers regarding their tastes, interests and preferences. All these will lead to a business model that I call “reticular revenue,” where viewers receive from their paid-for “personal android,” answers to queries, which will not be a list, but rather some personal programming “paths.” These paths will be “reticular” (a word borrowed from biology, meaning “connective tissues”), as they will drive the viewer in one or more cross-media viewing direction. For example, a cross-media viewing route might offer a viewer an early evening show, followed by a multiplayer game and, afterwards, a session in a real TV game, ending with a City Hall interactive participation debate. The current viewers’ second and third screen experience will no longer be used. Viewers will be able to participate in event-based programming “inside their screen” (e.g., walk on the red carpet of the Academy Awards’ Oscar ceremony together with the stars). This “personal augmented reality” will be visible on the viewers’ holographic TV and shared on friends’ and colleagues’ screens. Any 3DXKHAR content will also be set up as an environmental interface, i.e. 3D holographic viewer space. Any object, location, service, etc. will be on sale on the spot for the viewer (augmented product and service placement). For example, a viewer immersed in a 3D computer graphics built scene (like in a videogame), will be able to analyze any object in that scene and make an instant purchase. Gaming among viewers and TVcasters will be oneof themainelementsof the teleaction.Viewers By Edoardo Fleischner October 2015 V I D E O A G E Ten Steps to 2030 TVcasters Offering Teleaction in 3D Holography, But For Storage, Paper Wins Based in Milan, Edoardo Fleischner has been a magazine editor since 1976 and today writes on digital media. He’s editor-in-chief of the weekly news TV magazine Questitalia , head editor of the on demand educational channel, TvLanguage, and editorial manager of GMTV‘s thematic channels and web adaptation. He hosted the weekly TV program Neo Media and Media Scenarios on Italy’s RaiNews24 and Rai3, and wrote for Rai’s TV program Dixit on digital world. Fleischner is on the strategic committee of the Institute for Innovation in Media and Multimedia and is scientific director of the Computer Science-ICT-NewMedia Encyclopedic Dictionary of Treccani. Since 1999, he has run a weekly national radio program, Media e dintorni ( Media And Its Environs ) and he’s a lecturer of Cross-Media Communication at the State University of Milan. Edoardo Fleischner “Just list the last four jobs!”

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