consumer electronics: multi-disciplinary sciences in actionslipoff/ieeecesoc/keynote.pdf · 2007....
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Integrating Semiconductor Test Solutions for Engineering
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"Consumer Electronics: Multi-Disciplinary Sciences In
Action"Will Lumpkins
Senior Member IEEEDirector of Engineering, Pragmatics Technology
IEEE CE Society President
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Often forgotten sciences that create the winning product
Sociology / PsychologyPhysics (Optics, Material Sciences)Mechanical EngineeringPlastics EngineeringComputer SciencePolitical ScienceAeronautical EngineeringLanguage Arts (Foreign)Physiology/ Health Sciences
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Attractive Things Work Better
In Donald Norman’s Book entitled “Emotional Design” www.jnd.org
He recounts an interesting story about an Ugly ATM verses the Attractive ATM.
“In the early 1900s, Herbert Read, who wrote numerous books on art and aesthetics stated that "it requires a somewhat mystical theory of aesthetics to find any necessary connection between beauty and function,” and that belief is still common today.”
“Emotions, we now know, change the way the human mind solves problems – the emotional system changes how the cognitive system operates. So, if aesthetics would change our emotional state, that would explain the mystery. “
From Don Norman's "Emotional Design"
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Great Product / Bad introduction
Fairchild's E-Commerce ChipReleased Mid-80’s as a revolutionary way to secure financial transactions by embedding a near field chip in the skin, like the hand linked to a consumers bank account or credit line as a way to dispense with credit cards and/or carrying checks/cash.
Great IdeaReligious groups touted the new technology as a sure indication of the end of times as indicated in the Bible Revelations 13:16-18 “… a mark on his right hand or forehead, so that no one could buy or sell unless he had the mark…of the beast”
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25 years later
Embedding Near Field chips in pets is now common as a way to track down furry loved ones. Equipped locations can scan the identification chip and contact the owner.
Many Veterinarians & Animal Shelters now have the scanners.
Mandatory “chipping” for some Mexican Government officials:
Create a environment or the impression that the product is needed and consumers will buy it. “Love” is a great motivator as any Sociologist or Psychologist will tell you.
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Consumer Electronics: Old Paradigm
Design a product that is needed and consumers would like to have it
Sole inventor or “Pass it over the Wall” approach common
Concept designMechanical designElectrical Design
Various groups hardly consult with each other due to internal competition or “Time to Market”constraints.
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Consumer Electronics: Paradigm Shift
Create products that customer “Must Have”Create feeling that customers “Need Product” to be part of the status quo.Create multi-Service agreements with Digital content providers or other services providers to increase revenue streams.Changing the focus from “Electronics” to the “Consumer”Multi-Functional Design teams
Ecosystem developersMarketing/Public RelationsAdvanced sales “Vapor Ware”Systems Engineer/Marketing/Sales creating concept designsChassis (Product Body) designElectrical DesignCompliance
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The Vision of Whole Home Entertainment
Consumers want theirdevices to work together
and share content
Consumers want theirdevices to work together
and share content
MEDIAPre-Recorded Content
Personal Media
MOBILE MULTIMEDIAEntertainment,
Personal Pictures and Video,Services
BROADCASTServices,
Entertainment
BROADBANDEntertainment,
E-Business, Services
Consumers want theirConsumers want theirdevices to work togetherdevices to work together
and share contentand share content
Courtesy of DLNA & Parks Associates
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Consumer Electronics changes to Multi-Use devices
Automobiles=>Entertainment/Infotainment Centers
OnStarContent on Demand
Mobile Phones => Game Platforms
Game Platforms=> Social Networking SystemsWOW
Courtesy Dr. Corey Carbonara, Baylor University
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Product Segment Drill Down
Games, Games, Games, Everywhere; No time to work
Courtesy Blizzard Entertainment
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New Definition of CommunitiesLocation, Location, LocationGeneration that readily accepts technologyMulti player games, chat, IM
Kids & Games
Courtesy Dr. Korpi, Baylor University
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The Gaming Numbers
CEA estimates gaming software exceeded over $8 billion in 200460 million video game systems will be sold in the US by 2005The Entertainment Software Association (ESA) estimates the video game industry will out-gross the motion picture industry this year.
Courtesy Dr. Corey Carbonara, Baylor University
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Videogame Industry Worldwide 2006-2010
0
5
10
15
20
25
30
35
2006 2010
$ Billions
Source: IDC, 2006
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Consumer Entertainment Expenditures for 2005
Box Office $8.99B (Source: MPAA)
Music Industry $12.2B (Source: RIAA)
DVD Rentals $6.5B (Source: Digital Entertainment Group)
DVD Sales $16.3B (Source: Digital Entertainment Group)
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Who is Playing?ESA says the average age of today’s player is 2939% of players are women50% of Americans age 6 and older are playing video games92% of games are purchased by adults over 1840% of frequent gamers are 18-3522% of frequent gamers are over 35IDC forecasts that the # of gamers will jump from 7.9% to 34.7% by 2008
Courtesy Dr. Corey Carbonara, Baylor University
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Female Market
39% of video and computer gamers are women
Sims earned EA 2.96 billion dollars in 2003
•50% of the developers were women
• The Sims appeals to a broad audience
•50% of the players are women
Courtesy Dr. Corey Carbonara, Baylor University
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Global Digital Game Market Projection
2001 2006 % CHANGE
Console Software $9.64B $18.34B 90
Console Hardware $9.19B $14.29B 55
PC Software $7.12B $8.33B 17
Handheld Software $2.89B $3.76B 30
Handheld Hardware $2.73B $3.4B 25
Rental $3.14B $4.14B 32
Online $0.57B $5.65B 891
Interactive TV $0.08B $6.15B 7,584
Mobile $0.76B $11.01B 1,354
Arcades $13.86B $10.66B -23
TOTAL $49.99B $85.71B 71%
(Source: IC2 Institute)Courtesy Dr. Corey Carbonara, Baylor University
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Outlook
By 2006 the Videogame Industry will have surpassed the Movie & Music industry*
But the business has not matured yet
By 2008 revenues should rise to $50 billion*
*Source: AMERICAN McGEE UNLEASHED. (2004, May).
Courtesy Dr. Corey Carbonara, Baylor University
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Videogame Industry
Industry relies more and more on safe betsInvestorsBig movies ensure big profits
More and more games are turned into moviesDon’t live up to the expectations
Courtesy Dr. Corey Carbonara, Baylor University
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Digital Games and Film Cross Over
(Nathan, Fencott, 2003)Courtesy Dr. Corey Carbonara, Baylor University
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Game Industry Facts
Average cost to develop a game is now in the millions of dollars ($3-15M range).Large on-line game can cost $20-40M to produceMobile games cost less ($100-500K)
Courtesy Dr. Corey Carbonara, Baylor University
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The Internet’s RoleThe console makers believe that online services are the future of gaming.In 2003, Sony and Microsoft rolled out online versions that allowed players to compete with anyone in the world.In November 2004, Microsoft launched XBOX Live which allows players to disguise their voice while playing gamers around the world.Console makers are excited about online play because it is the bridge to offering other broadband services
Courtesy Dr. Corey Carbonara, Baylor University
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Going Mobile- No Plug, All Play
Gamers are now using handholds, cell phones, PDA’s, and laptops to play games anywhereNintendo introduced an instant messaging feature on the NintendoDSDell and Hewlett-Packer are selling a gaming laptop with a faster processor for hard-core gamers on the goBluetooth Technology- a chip that links electronic devices and allows gamers to connect with anyone worldwide– is now offered on handhelds and cell phonesWireless gaming could generate $1 billion by 2007.
Courtesy Dr. Corey Carbonara, Baylor University
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Mobile Gaming
Mobile phones are a completely new mediumConsumers are different from the console worldConcept and controls must be simple and obviousMobile games allow for higher profit because they are cheaper tocreateGames should be addictive, data-driven, networked, and social
Courtesy Dr. Corey Carbonara, Baylor University
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MOVIE MESSAGES - New exciting ways for mobile customers to communicate. General & comic greetings.
ROMANCE MESSAGES - Sexy and romantic messages to help your customers “hook up”.
WORKPLACE MESSAGES - multimedia messages for work and business.PORTABLE WORLD FOOTBALL (soccer) - daily content from
European and Latin American leagues, plus the best of World Cup 2002.
PORTABLE ELVIS - The King of Rock ‘n Roll, global license in association with ELVIS PRESELY ENTERPRISES.
EXTREME SPORTS - Daily multimedia featuring skateboarding, snowboarding, surfing, motor sports and extreme sports.
ELECTRIC CATWALK - Fashion, models & designers from the catwalks of Milan, Paris, London & USA.
POCKET-GIRLS - The world’s most beautiful dancers, models, actresses and “the girl next door”.
POCKET-GUYS - Musicians, celebrities, athletes, male models.PORTABLE HOLLYWOOD - Movie news, celebrities, filmmaking.PLACES AND THINGS - All kinds of cool images and moving pictures for
your mobile. Cities, Nature, Space.PORTABLE ZOO - Amazing animals in motion.
Time (Data Transfer) is Money
Courtesy Dr. Corey Carbonara, Baylor University
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Mobile Gaming Revenues
1,000,000,000 mobile phones +
$35 billion global gaming industry =
OPPOMISTIC MOBILE GAMING REVENUES
Courtesy Dr. Corey Carbonara, Baylor University
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The Path forward
Sensors or “Motes”, Incorporating real time data into the consumer experience
A new class of computing deviceUses peer-to-peer and mesh architectures that scale to thousands of nodesAllow seamless integration with physical worldRobust networking achieved through redundancyShort range communication reduces power requirements and conserves bandwidth
Courtesy Dr. Corey Carbonara, Baylor University
Pragmatics Technologies www.mondolithic.com/ 02Gallery17f.htm
“Swarm of Sensors”
Medical ApplicationsEntertainment, Health, Education
Kennb/Kontent Studios
Sensor Nets
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http://www.rieti.go.jp/en/events/bbl/03102801.pdf , page 16
PhiloMetron’s Smart Band-Aid
New relation to physical, chemical, biological and neurological systems and processes.
A New Age of Human & Machine Development.
To prove it…
New Data Sources
Courtesy Dr. Corey Carbonara, Baylor University
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GlucoboyThe video game that runs on blood.
Health Sciences Merge with Consumer Products
Courtesy Dr. Corey Carbonara, Baylor University
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Sensory Gaming
Ultrasound Pulse WavesAimed at specific areas of the brain to induce sensory experiences
– Smells, sounds and imagesAlters neural timing in the cortex
Trans-cranial Magnetic StimulationRapidly changes magnetic fields directed to the brain
– Does not have the focusing power of UPW
Courtesy Dr. Corey Carbonara, Baylor University
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The eye movement sensorEye position measuring - direct infrared oculographyOxy- and deoxyhemoglobin measurementTwo axialaccelerometerAmbient lightsensor
Multisensor
Source: Kniat et al., Blue Eyes: Human Operator Monitoring System
Courtesy Dr. Corey Carbonara, Baylor University
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CSU - saccade detectorSaccade detector and conscious brain involvement level calculation
Eye movement velocity
-250-200-150-100
-500
50100150200250
0 8000 16000 24000 32000Time [ms]
Vel
ocity
saccade
Raw eyemovement data
Differentiation
Conscious brain involvement level
Visual attention level
0
10
20
30
40
50
60
0 8000 16000 24000 32000
Time [ms]
Atte
ntio
n le
vel (
Lva)
Source: Kniat et al., Blue Eyes: Human Operator Monitoring System
Courtesy Dr. Corey Carbonara, Baylor University
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Thinking Games
Games that change with play
Story lines change over time depending on player
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University’s changing lesson plans to incorporate Interdisciplinary Sciences
Baylor University, Film & Digital Media DivisionBroadcast Engineering meets Game Development
Southern Methodist UniversityPeter Raad’s, The Digital Games Guildhall at SMU
University Massachusetts LowellElectrical & Mechanical Engineering in Action
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Assistive Technology at U Mass Lowell
Assistive Technology involves the design of electronic solutions for clients with mental and/or physical disabilitiesEvery ECE senior does an AT project for their Capstone designOne of the few programs in the country
15 year history Nationally recognized –projects published in NSF reportStudents supported by working engineers
Partially funded by NSF
Head-Activated wheelchair designed for child who is unable to control a joystick. Head mount contains conductive foam that controls steering based on head movements.
Courtesy U MASS Lowell
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Assistive Technology at U Mass Lowell
Program supports over 20 local agencies and hospitals that work with disabled clientsSeniors get real-world design experience
Work within cost & time constraintsResponsibility for a deliverable to a client
Students become more aware of the impact of their profession on society
Courtesy U MASS Lowell
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Opportunities for Interdisciplinary Work
Motorized Trike designed by EE and ME student team to assist mobility-limited student
Portable wheelchair with adjustable height that can be easily disassembled
Courtesy U MASS Lowell
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Opportunities for Interdisciplinary Work
Engineering students must work in an interdisciplinary environment with health care providers such as nurses, physical therapists and social workers
Courtesy U MASS Lowell
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Spread the Word
Consumer Electronics in the 21st Century is HOT!
HOT! Products will be developed by Multi-Disciplinary Teams of Engineers, Scientists, Broad Field Thinkers.
Looking “Outside the Box” will not be the exception, it will be the Norm!
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CreditsMost of the material for this presentation can be found at the below link
http://www.dallasces.org/pastMeetings.htmlThanks to: Dr. Corey P. Carbonara, Director, Digital Communication
Technologies Project; Professor, Film & Digital Division, Baylor University
Dr. Don Norman, Professor, Northwestern UniversityDr. Craig Armiento, ECE Department Chair, University
Massachusetts, LowellMichael Greeson, President, The Diffusion Group