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LOCAL foilset Future of Multimedia Internet Systems

Given by Marek Podgorny at CPS640 MultiMedia and WWW on Spring 97 Semester. Foils prepared 31 January97
Abstract * Foil Index for this file

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We will argue that the phenomenon of multimedia is symbiotic with and indigenous to the "information superhighway"
We will also argue that the future of the post-industrial society is critically dependent on the society's ability to build, maintain, and effectively utilize the information infrastructure.
As a result, the notion of multimedia is promoted from a relatively obscure technical term into one of the central issues of the contemporary society.
We will show how the developments in the global economy, government policies, social behavioral patterns, and information technology are intertwined and how they will define the societies' immediate future.

Table of Contents for full HTML of Future of Multimedia Internet Systems


1 Multimedia and Society
2 Multimedia: how relevant?
3 Future of Multimedia
4 Multimedia and Information Superhighway
5 .... and then came Andressen, and said:
Connect, Download, and Be Merry!

6 Multimedia: Scenarios of the Future
7 The Goal of the Exercise
8 FUTURE or future of multimedia?
9 Driving Forces
10 Possible Scenarios
11 Scenarios vs. Driving Forces
12 Scenarios: BizWorld
13 Scenarios: BizWorld
14 Scenarios: BizWorld
15 Scenarios: BizWorld
16 Scenario: Bizworld
17 Scenario: Bizworld
18 Scenario: Bizworld
19 Scenario: BizWorld
20 Scenario: BizWorld
21 Scenario: BizWorld
22 Scenario: Virtual World
23 Scenario: Virtual World
24 Scenario: Virtual World
25 Scenario: Virtual World
26 Scenario: Virtual World
27 Scenario: Virtual World
28 Scenario: Virtual World
29 Scenario: Virtual World
30 Scenario: Virtual World
31 Scenario: Virtual World
32 Scenario: Virtual World
33 Scenario: Virtual World
34 Scenario: Virtual World
35 Scenario: Virtual World
36 Scenario: Virtual World
37 Scenario: Slow Boat
38 Scenario: Slow Boat
39 Scenario: Slow Boat
40 Scenario: Slow Boat
41 Scenario: Slow Boat
42 Scenario: Slow Boat
43 Scenario: Upstairs/Downstairs
44 Scenario: Upstairs/Downstairs
45 Scenario: Upstairs/Downstairs
46 Scenario: Upstairs/Downstairs
47 Scenario: Upstairs/Downstairs
48 Scenarios' Dynamics
49 Scenarios' Dynamics
50 Scenarios' Dynamics
51 Scenarios' Dynamics
52 Scenarios' Dynamics
53 The Future

This table of Contents Abstract



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Foil 1 Multimedia and Society

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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Possible Scenarios for the Information Society of the Future
Marek Podgorny, NPAC, Syracuse University
Credit to: Technology Assessment Group, Andersen Consulting

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Foil 2 Multimedia: how relevant?

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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We will argue that the phenomenon of multimedia is symbiotic with and indigenous to the "information superhighway"
We will also argue that the future of the post-industrial society is critically dependent on the society's ability to build, maintain, and effectively utilize the information infrastructure.
As a result, the notion of multimedia is promoted from a relatively obscure technical term into one of the central issues of the contemporary society.
We will show how the developments in the global economy, government policies, social behavioral patterns, and information technology are intertwined and how they will define the societies' immediate future.

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Foil 3 Future of Multimedia

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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Technological or social issue?
Future of multimedia and of the global information infra- structure practically does not depend on the technological development.
  • All enabling technologies for the informational revolution are either readily available, or can be developed with a moderate intellectual effort (which is, nota bene, not equivalent to the amount of work or the involved cost!)
The forces that will either ignite the transition to the information society or quench the fire before it gains significant force are these of the global government policies and near term economical trends, as well as the ability of the global society to accept new ways of life in both the workplace and the community.
  • As the information revolution probably constitutes a social phase transition comparable the industrial revolution of the 19th century, the consequences of the governmental policies affecting information infrastructure are potentially dramatic.

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Foil 4 Multimedia and Information Superhighway

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Are these two notions synonymous?
Yes, nearly so!
Internet exists for ~20 years. Basic networking technology was in stagnation for a decade. High-speed testbeds were driven by scientific applications, not by popular demand.
An average citizen's communication needs were adequately served by a phone and a postman. Businesses added a fax and FedEx. Electronic mail was available but only popular in limited circles.
Current web activities are running over the global infrastructure that was not significantly upgraded in recent years.
The only differentiating factor is the architecture of the World Wide Web and the web browser.

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Foil 5 .... and then came Andressen, and said:
Connect, Download, and Be Merry!

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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Foil 6 Multimedia: Scenarios of the Future

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The following discussion is based on a series of workshops and expert pools conducted by the Technology Assessment Group of the Andersen Consulting.
The social, political, and technological ramifications of the multimedia-based information infrastructure will be discussed in the form of four possible scenarios describing sociological snapshots of the USA economy in the year 2003.
It is assumed that in the global economy the developments in USA will be followed by rest of the Western world. The definition of "Western" remains open for discussion (it probably includes Far East but does not include anything south of Gibraltar).
We hope to demonstrate significance of the information revolution in a dramatic fashion!

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Foil 7 The Goal of the Exercise

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Scenario-based planning models the plausible futures that matter to a strategy and thus provides an excellent method of dealing with uncertainty.
The objective is not to predict the future of multimedia, but to provide a range of plausible stories about the environment in which that future may play out. The actual future will be a mixture of all scenarios in proportions dependent on geographical location. The scenarios define the corners of the game space.
One cannot eliminate all of the uncertainty that business may encounter, so through these scenarios we attempt to embrace it.
The scenarios presented later turn on the critical unknowns of the future of multimedia -- the factors that are both most important to multimedia's future shape and most uncertain.

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Foil 8 FUTURE or future of multimedia?

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Scenarios explore the futures that we might face in seven-to-ten years, or just beyond the turn of the century.
Some of the scenarios may seem more obvious than others, but we believe all are entirely possible.
The impression of the scenarios may be that they encompass much more than just multimedia. However:
  • The technical advances that multimedia will enable may have a dramatic effect on the business organization. For example, multimedia data types will require high bandwidth corporate networks. The availability of these networks will enable other technologies that were constrained by network bandwidth and that may significantly contribute to the description of the worlds outlined in the scenarios. While these effects have broadened the scope of the multimedia scenarios, the attempt was made to limit discussion of these changes so as not to lose sight of the multimedia aspects.

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Foil 9 Driving Forces

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The scenarios of the future are driven by two major uncertainties:
  • The Quality of Demand: Will corporate and individual consumers of multimedia desire control over the experience and content of the experience (i.e. will people seek interactivity in multimedia applications such as the virtual communities of the Internet or the ability to feed specialized requirements to producers of goods and services), or will they accept choice (i.e. will multimedia simply be a tool to navigate a large variety of predetermined and marketed choices such as broadcast programming and publications)?
  • The State of the Economy: Will the economy be slow, marked by sluggish growth and a cut-throat marketplace? Or will it be fast, indicated by more rapid growth and a marketplace that fosters cooperation?
It is believed that all other factors are secondary, although possible involvement of the government can impact dynamics of some scenarios.
It is recognized that the two major uncertainties cannot be reduced.

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Foil 10 Possible Scenarios

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Virtual World is a richly interactive future - a future in which business and consumer users don't so much choose as co-create the products and services they want. So important is multimedia in Virtual World that it begins to blur the boundaries between "business" and "consumer" environments, and contributes to a fundamental restructuring of industry.
In Bizworld, multimedia plays out differently in the consumer and business environments. In the consumer market, it is simply a tool to navigate through many choices. In the business market, applications are more robust and provide businesses a means of creating a more productive work environment.
Upstairs Downstairs is a future that plays out the polarization of wealth in the developed nations as well as a split of the population across the acceptance of technology lines. This results in a scenario of haves and have-nots. It combines features of Virtual World (haves) and Slow Boat (have-nots).
Slow Boat is a blocked scenario - a scenario in which the big news is no real news. Slow Boat is a world in which users accept limited choice as the primary value-added, and in which the economy stays slow. Multimedia is the revolution that never came.

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Foil 11 Scenarios vs. Driving Forces

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How the four scenarios depend on the two main uncertainty factors?
Virtual World is a world driven by:
  • Users demanding and taking control
  • Fast economy with information providers responding to users demand for control
BizWorld is a world driven by:
  • Users embracing choice
  • Fast economy
Slow Boat is a world driven by:
  • Users acceptance of choice
  • Slow economy
Upstairs/Downstairs is a world driven by:
  • Users split along socio-economic lines between Control and Choice
  • Slower economy

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Foil 12 Scenarios: BizWorld

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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Summary
"Code it up, lock it up, ship it out" is now the standard for multimedia application delivery.
  • Intellectual property rights, fraud, theft and vandalism have forced the tight control over all aspects of the digital world.
  • Consumers are left with a "choice" world, with all goods priced and delivered accordingly to "The more you can pay, the more you can play".
  • Remaining consolidated information mega-corporations fight ferociously over the battlefields of standards creation and consumer loyalty while stifling the consumer multimedia market.
Businesses, unable to sell the interactive multimedia world to consumers, have seized upon the competitive advantages of multimedia being spurred on by falling hardware prices and increased productivity.
  • The Bizworld is a world where interactive multimedia technology clearly favors business over consumers.

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Foil 13 Scenarios: BizWorld

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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The Social Scene
The year is 2003. Despite of steady increases in public school funding over the last several years, a continued increase in alternative schooling and an alarming decrease in standard examination results have caused a crisis of faith in education. Concerned parents want their children to be more informed and ambitious. Concerned employers desperately need well-trained employees to sustain their competitiveness. These consumer and business demands contribute to a vigorous market for stand-alone CD-ROM multimedia educational products as well as LAN based multimedia applications.
A second impetus for widely available educational material comes from the growth in the immigrant population in the US during the latter 90's. The ambitious immigrants turn to both cable TV education programming and stand-alone CD-ROM encyclopedias and other titles to improve their language and business skills.
The public network is a broadcast medium with limited interactivity (the back channel = standard telephone lines.) Data security issues are a major factor. Individuals have resisted making available private data over the public network fearing theft, while businesses have restricted communications to public information only. Competitive information shared with business partners and suppliers is transmitted on private, secured networks.

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Foil 14 Scenarios: BizWorld

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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Political Environment
In developed nations around the world, governments made strategic "information highway" investments, led the formation of networking standards, and most importantly, set the rules for competitive play in the marketplace.
In the United States, the Modified Final Judgment (MFJ) was overhauled creating a level playing field for network providers allowing telephone companies and cable companies to compete fairly in all aspects of providing phone and television services. This prompted a wave of giga-mergers. The mergers in the United States expanded across the globe, leading to the worldwide infostructure being controlled by a small number of loosely regulated mega-companies.
However, the U.S. government was unable to deal successfully on other major issues. The Supreme Court rulings steadfastly refused to address the needs for simplified intellectual property, copyright legislation, and data security. The Court's rulings have, for the most part, been prompted by its concern that any simplification would introduce far too much industry bias into a system that appears to teeter in a kind of marketplace equilibrium.
U.S. government also refused to assume responsibility for assuring access to all individuals at a reasonable cost, as was done for telephone and electric service. All attempts at creating a type of Rural Multimedia Authority have failed.

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Foil 15 Scenarios: BizWorld

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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The Consumer Environment
Consumption now is a matter of choosing from among many options made available over the networks going into homes. Multimedia is not so much a medium in this world as simply a kind of product. It helps consumers manage many options, such as the thousands of channels transmitted into their homes, but is still very passive in nature.
Multimedia offerings can be categorized into 3 groups:
The largest category of multimedia offerings is educational material on stand-alone CD-ROMs as well as on public networks.
  • CD-ROM applications are richer in content because the independence of the network allows premium compensation to developers as distribution is through software outlets. Technical limitations have restricted full distribution of CD applications over the public network as the one-way network cannot provide the interactivity that is required by the CD applications. A limited number of CD titles are available for shared CD/network use. Consumers must purchase the CD component of these titles to be used in conjunction with the broadcast component.

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Foil 16 Scenario: Bizworld

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The Consumer Environment (2)
Multimedia offerings 2 - Entertainment:
  • Pure entertainment is a close second in scale of use. The aging of Baby Boomers, with 'cocooning' and stay-at-home tendencies beginning a decade earlier than the previous generation has contributed to this growing demand.

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Foil 17 Scenario: Bizworld

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The Consumer Environment (3)
Multimedia offerings 2 - Entertainment (cont.)
  • Entertainment choices are transported through the network to those who pay the rather expensive monthly subscription fee.
  • The preferred method of delivery has become the staggering of a series of the 'top 100 videos of all time' throughout 15 minute intervals 24 hours a day.
  • Video-on-demand has proved to be less economical in terms of bandwidth and infrastructure costs and less desirable by consumers due to the wide choice already provided by the public network.
  • The public network medium has expanded to include satellite technology as well as telephone and cable service because of the one-way traffic requirement of the network. The cost of satellite technology has become competitive with wireline technology because of NASA's successful commercial satellite launching service. The required 6 inch, sleekly designed "satellite dish" comes as standard equipment with today's TVs.

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Foil 18 Scenario: Bizworld

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The Consumer Environment (4)
Multimedia offerings 3 - Retailing:
  • The lack of social interaction of the on-line home-shopping experience has led to these programs not engaging the consumer as well as expected.
  • Most of the multimedia activity supporting shopping is now found in retail stores, enhancing the experience of more traditional shopping by providing point-of-sale, highly polished, interactive marketing information.
  • In fact, multimedia kiosks support or replace salespeople in many cases. A kiosk can be "re-trained" easily and can assist in providing quicker and more reliable transaction service.
  • Virtual reality systems with full 3D visual and touch effects are used to provide consumers the ability to "fully experience" a big ticket product before the purchase. These virtual reality systems also contribute to attracting consumers to stores due to the entertainment value of these experiences.

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Foil 19 Scenario: BizWorld

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The Business Environment
The business environment is traditional but densely consolidated industrial structure where large companies are favored.
  • This environment has developed in large part because of the economies of scale created by the companies allowed monopolistic control of the regional communications systems.
  • A bitter struggle for dominance exists between the world's three premier information provider/computer service companies and their consulting arms. Diller Enterprises, AT&T, and Motorola are the survivors of rapacious consolidation through the late Nineties and early in the new millennium.
  • In the early 90's, mergers became attractive because companies in the telecommunications, information, entertainment, and computer services industries realized that their markets were converging and that the transition would require billions of dollars of infrastructure investment along with skills from the various industries. More than a dozen major U.S. and combined U.S.-foreign corporations pursued strategic alliances that led to the current landscape. Each company is roughly the same size, and each has geographical areas of more or less similar market penetration. The combined value of these companies' markets last year (2002) was over a trillion dollars ($1012), up from $288 billion in 1992.

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Foil 20 Scenario: BizWorld

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The Business Environment (2)
The growing economy has been stimulated by corporate investment in information technology as the service industry has finally cashed on the significant productivity gains.
  • Integrated performance support systems are one type of multimedia application that have contributed to the large productivity gains.
  • Consumer demand for increasing choice has brought opportunity to the many small companies that can provide the many options. So, the displaced personnel have been more than absorbed by the growing service sector. The small companies, in turn, require the services of the large information provider/computer service companies to implement cost-saving technologies and applications.
  • In spite of overall business growth, the form of the traditional business organization and environment has remained similar to that of the early 90's.
  • Competition for market share at all levels of business is enormous resulting in a very competitive labor market for those individuals with the rare set of creativity, technical, and liberal art skills.

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Foil 21 Scenario: BizWorld

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The State of Computing
Similar to the impact that word processing and spreadsheets on business organizations in the '80s, video communication and multimedia-enabled groupware have impacted the '90s.
  • Companies are making much wider use of multimedia technologies in supporting operations like communications, integrated performance support, job training, maintenance, and reference.
  • At the corporate level, applications such as integrated performance support systems help employers desperate to remediate the basic skills of their employees. For employees, multimedia features produce a more natural and productive method for dealing with the computers they must use every day.
  • Open Unix systems with productive front-end design and programming tools have reduced development time and allowed for simpler integration between corporate systems. However, while the public networks have expanded services, ubiquitous connection of businesses and consumers has been steadfastly resisted by business users. Compression techniques and ATM corporate and public networks have provided adequate bandwidth for multimedia data types. The reason for the stall in the growth of the public network has mainly been due to corporate data security fears. No potential public network application has provided adequate value to the consumer or business user to push the resolution of the security issues.

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Foil 22 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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Summary
Information is like electricity. In the home, office, car, airplane, almost everything electronic is plugged into the world of data, once named the "information superhighway." It is almost impossible to act without invoking the source.
Cars are guided along the road by it, as well as custom manufactured to your tastes by it. Children are shown the world by immersing themselves in it, and their parents are employed in creating it. Communities appear where people congregate to work, shop, discuss, and entertain themselves, all electronically and facilitated by interactive multimedia technology.
Interoperability and interactivity are so ubiquitous that the network appears seamless, and because of the profound changes it has led to in both the consumer and business worlds, imagining life before it is like imagining life before the telephone, only worse.
The power of the network allows small companies to provide the services that, in the early 90's, would have required a large organization. This is a world where the conglomerates of the 90's have dissolved to become the virtual companies of the new millennium. This is Virtual World.Ê

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Foil 23 Scenario: Virtual World

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The Social Scene
The virtual communities have become a common part of both our business and social lives.
The capabilities of the TV, PC and the telephone have merged into a single machine, the "Information Node", that provides a user-friendly interface to the outside world. This machine has become a standard part of the lifestyles of the new century; in 2003 90% of all homes have at least one.

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Foil 24 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
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The Social Scene (2)
People have reacted positively to the benefits that the Information Node can provide. From telecommuting to home banking, surveys have shown that the new technology has indeed brought quality of life improvements.
Issues related to privacy are being handled to the public's satisfaction, and no major challenges to the legal precedent of the networked world have been experienced. Many people credit communication enabled via "the Net" for the smooth transition to this lifestyle.
The greatest continued social concern is the environment. Environmental action groups are pressing government to reduce the amount of forest land available for paper product harvest. Though some improvements in air quality around major cities have occurred, transportation/commuting restrictions continue to be imposed--which makes telecommuting an attractive option.

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Foil 25 Scenario: Virtual World

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The Political Environment
In 1997, when it became clear that the U.S. was on the verge of creating a nationwide information system, the Congress of the United States through legislative action required the Federal Communications Committee (FCC) to oversee the final steps of the process.
  • After months of negotiation, a bargain was struck:
    • Information Carriers would act as common carriers. Parent companies might, through other subsidiaries, also supply content; but all the Information Carriers would be subject to the same terms, free to provide network access of all types (telephone, television, and data) to businesses and consumers.
    • A usage-based fee logic was developed that compensated the Information Carriers by a combination of time charges and transaction fees.
    • State Public Utilities Commissions were strong-armed into consenting to these same measures. In return, competition was allowed at every geographic level and incentives were provided for carriers to serve all parts of the world.
  • Very important to the success of this new Information Carrier structure was the settling of intellectual property rights issues. A series of laws and regulations that employ encryption techniques and specialized access requirements has been put in place that meets the demands of content providers while providing reasonable costs to consumers.

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Foil 26 Scenario: Virtual World

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The Consumer Environment
In the new networked environment, interactive software has flourished.
  • It can be transmitted over the Net with high-definition, 3-D pictures and 3D sound.
  • Because of the two-way features of the Net, practically anyone can be a content provider by feeding applications back into the network from a properly configured Information Node.
  • For those who can create engaging and interactive applications, there is strong demand for both entertainment and education services.
  • Popular entertainment applications include games played alone, with companions at home, or with others spread throughout the network. These are simulated experiences and have become known as "virtual realities" (VR). With the proper, standardized VR equipment installed on the Information Node, full virtual reality features including touch are possible.

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Foil 27 Scenario: Virtual World

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The Consumer Environment (2)
The strong demand for good online education titles is linked to many individual's interest in expanding their skills for either personal enjoyment or to remain competitive in business.
The formal education programs of schools and universities are offering online education.
Studies have indicated that the rise in worldwide literacy is strongly correlated to the increase in the number of school-age subscribers to the Net. Many countries have made this a primary reason for accelerating the rollout of the Net to their populations as they realize that without it they may be creating a generation of citizens that will be disadvantaged when competing in the global economy.

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Foil 28 Scenario: Virtual World

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The Consumer Environment (3)
The ease of getting excellent multimedia educational material as well as VR entertainment over the Net at reasonable prices has resulted in a reduction of the CD-ROM market.
The delivery logic for mass programming has changed to meet society's demand for control. Where television programs were once broadcast they are now "published" and available thereafter for use on demand (for a small fee). The popular, long-running television shows are no longer transmitted at fixed times, but available for viewing on request.
Multimedia has become the interface for both business and consumers, between whom the boundary is blurring. Many people work at home, as the network has enabled excellent long distance multimedia communication between workers. This has led to a reduction in commute-time and an increase in leisure time, spent in mainly interfacing with the Information Node.

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Foil 29 Scenario: Virtual World

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The Business Environment
The media marketing environment of the Seventies and Eighties is a dim memory
  • The structural chaos of those earlier days has given way to an ordered communications infrastructure. The change began in the U.S. with the entry of the RBOCs into the information business.
  • Freed by legislative action the RBOCs (through subsidiaries and joint ventures) dove into development of on-line yellow pages, then to a range of more "vivid" and richly interactive services.
  • The telcos have been accompanied by other traditional media providers: cable operators and newspaper publishers.
    • Even before the telecommunication regulation reform in the mid-90's, these "enemies" had realized that they had more to gain by helping each other create primary demand than by fighting over the paltry market they had among them; they began talking with each other.
    • Eventually, they created joint ventures, ultimately becoming the Information Carriers. Their first goal was to give the public (and the equipment manufacturers) what they wanted: universal access to the developing Net.

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Foil 30 Scenario: Virtual World

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The Business Environment (2)
The evolving Net has forever changed the structure of business.
  • Information Carriers realized that nearly everyone would have to be attracted onto the system before it would succeed. Hence, they worked together to achieve universal access to the Net in a short period of time.
  • With this relatively smooth transition to the networked economy, almost all of business has been pulled onto the Net creating a very competitive business environment.
  • Even though all Information Carriers are associated in some way with large content providers, there is no restriction that they must buy from internal sources.
  • Many small, innovative companies have formed which produce engaging and creative applications and programming that the Information Carriers are more than happy to carry. These small businesses are able to earn a handsome profit by developing applications and programming for the Information Node as transactions are sold on a per-use basis, with the price varying between services.
  • While the Information Carrier receives a small percentage of each transaction, the majority goes to the application developer.

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Foil 31 Scenario: Virtual World

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The Business Environment (3)
The standardization that occurred in the network infrastructure has been matched by business hardware and software vendors.
  • While differences in hardware architecture still exist, application program interfaces and software development tools buffer application developers from these differences and allow coordinated development across multiple platforms. Robust application development tools have simplified application development. Windows NT has become the operating system of choice, as UNIX has been unable to keep up the changes to support new applications.
The Net allows businesses real-time feedback from their customers. Customers are able to exercise their demand for control and become actively involved in the design and manufacture of their purchases.
  • Businesses, in an effort to meet these demands, have upgraded their manufacturing systems to allow this requirement. Computer aided design and manufacturing systems (CAD/CAM) evolved into consumer aided design and manufacturing systems.

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Foil 32 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Business Environment (4)
Shopping has survived as merchants have made their stores mini-theme parks.
  • New way of shopping: consumers "experience" big ticket products in traditional stores, but often complete the transaction via the Net using instant debit technology.
  • Majority of many households' financial transactions as well as purchases of basic goods and services (e.g. food, household supplies, and entertainment) are handled over the Net. This has contained the "threat" of retail "slotting fee blackmail," and has provided unlimited shelf space.
The Net has provided market research companies access (with the consumers consent) to the buying habits of large cross sections of consumers.
  • This valuable information has been made available for a small fee to the many small companies that market on the Net and is responsible for these companies ability to anticipate the consumer's desires.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 33 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Business Environment (5)
As the logic of "information content" delivery changed, and with the hopes of attracting mass audiences shattered, marketers realized that their traditional electronic advertising method was closing.
Now consumers select, and pay for, their interaction with the Information Node at home. This is not an environment in which the "uninvited persuader" works.
Marketers, no longer able to use mass mailings (due to rising costs and environmental pressures), and screened out by "smart" Information Nodes, have turned to providing content as well as product information on the Net.
  • The trend began with the provision of "infomercial programming," and has now become far more pervasive on the Net.
  • To the surprise of some early skeptics, these sponsored programs have done well, perhaps as a product of their relatively high production values and relatively low (subsidized) costs to viewers.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 34 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The State of Computing
The development of the Net has utilized both wireline and wireless technologies. Telecommunication pricing models that have provided network access at a reasonable cost. Key technologies that have played a role include:
  • Standard compression algorithms which facilitate the transmission of high resolution multimedia data types including audio, video, graphics, audio, and simulated 3D environments.
  • Asynchronous Transfer Mode (ATM) technology, which provides high speed data communications and the large bandwidth required for multimedia data types. ATM has led to the upgrading of many corporate networks and has become so cost effective that it has become the universal protocol being used for LANs, WANs, and even channel access between a CPU and its storage medium. It has essentially replaced the TCP/IP protocol, taking over the basic transport, routing, and media synchronization functionality.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 35 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The State of Computing (2)
By 1996, the Information Carriers had agreed on protocols and standards that would allow information to flow freely from one system to the next.
  • Private and public networks were able to be integrated easily and thus provided seamless communication with enough bandwidth to allow multimedia data types.
  • Early attention was paid to signing up high-volume commercial users, likely to spring for the still relatively expensive hardware, and to help train their employees. The Information Carriers used the volume of this commercial demand to pay for an increased pace of fiber installation.
  • By 1999, commercial use had driven down the cost of the necessary hardware, even as it had simplified use and "educated" a large number of workers; households begin to link to the Net in significant number.
Looking back, the rapid growth of the Internet system in the early 90's provided an indicator of the immense popularity of the Net.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 36 Scenario: Virtual World

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The State of Computing (3)
In 2003, the Net is effectively complete in the U.S.
  • With the government's explicit help and implicit support, Information Carriers have "reclaimed" many of the private (telecommunications and cable) networks built throughout the late 80s and early 90s; they have rationalized them, inserted switching capability, and extended them to unserved areas and homes.
  • High-bandwidth "pipe" (a hybrid of fiber and coax, used digitally and with compression) reaches 70% of the nation geographically, and provides a two-way connection to over 50% of all households (and over 85% of all large companies).
  • A hybrid cellular/Personal Communication Network (PCN) system has been constructed (switched and carried over the same cable backbone), so that "phone cords" have nearly disappeared, and voice and low-density data are carried on whatever combination of air waves and cable makes most sense in the circumstance making continuous service from office to campus to car to home possible.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 37 Scenario: Slow Boat

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
Summary
This is a world on a slow boat.
At work, companies experiment with new video technologies but only where cost justified and for limited internal applications. This is a world of disappointment, caution and concern for the future.
The "killer" application which would have proved the benefits of a multimedia world failed to materialize.
As a result, phone service is cheap and ubiquitous and still the focal medium. The reality of the television channel explosion has come down to 124 channels, not 500 or 5000 as expected. On-line games are a big hit, as well as a number of shopping and entertainment experiences which are offered, but most are too expensive for the average person, who has suffered from a global downturn in average worker income.
This sums up the attitude now voiced about the much touted "data superhighway" which at one point promised to lift the world out of recession. The lack of a large, dominating force such a the U.S. Government to solidify standards and provide investment incentives doomed this massive undertaking.
"If the U.S. Government would have handled health care reform in a more responsible manner in the mid 90's, perhaps there would have been the money to help develop the data superhighway like the interstate highway system in the 1940's."

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 38 Scenario: Slow Boat

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Socio-Political Scene
The world economy has been struggling for several years.
  • Economic growth of the industrialized countries seems to be stuck in a very slow growth pattern. Government trade restrictions (both GATT and NAFTA have been sacrificed in an effort to strengthen domestic economies) continue to dampen the business opportunities in the faster growing countries such as China and Thailand. World GDP growth has been stuck in the downward trend begun in the early 90's.
  • In the U.S., massive demands stemming from the S&L crisis, federal and state deficits, health care, and other insurance problems have stalled economic growth for a decade. Health care expenses have grown to $1.2 trillion from $ 425 billion in 1985.
  • Furthermore, this poor world economy is aggravated by a growing global capital shortage. Constraining factors on the flow of funds have come from:
    • Growing U.S. Budget Deficit.
    • Tighter banking regulatory and supervisory regimes; more stringent
    • Capital requirements resulting from the U.S. Savings and Loan crisis.
    • A decrease in cross-border bank activity as banks attempt to maintain domestic client bases.
    • Demographic changes constricting savings rates.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 39 Scenario: Slow Boat

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Socio-Political Scene (2)
The much-bewailed capital shortage has put several constraints on the flow of funds and has pushed the cost of capital up.
  • Demands on global capital include:
    • Continuing German reunification costs; Much larger than anticipated Eastern European/Soviet restructuring costs; Middle East reconstruction
    • Aging of the Japanese workforce; Need for enhanced productivity to accompany changing demographics
    • Huge public pension shortfall in the U.S.
    • Developing world privatization programs
    • Environmental clean-up and regulation; Public infrastructure in industrialized world
  • The general malaise is coupled with more active government. In the U.S., regulators are keeping a tight reign on the broadcast and cable industries, policing the airwaves for indecency and assuring that rates are kept low enough to allow access to almost every American - issues of social value that had re-emerged as health care reform took hold. Also, governments worldwide have scrutinized any information highway investments especially to the extent that foreign trade competitiveness and/or consumers' or employees' individual rights are concerned.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 40 Scenario: Slow Boat

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Business and Consumer Environment
The bad economy has weakened consumer demand.
  • For a period in the mid 90's, consumers maintained demand by taking on debt. But this increasing rate of debt could not be maintained as unemployment rose and wages decreased.
Most of the "promise" of new interactive or "multimedia" technologies has not been realized.
  • The CD-ROM and video game markets have grown some, but the more richly interactive visions of a "wired world of everywhere" never materialized. While there was a brief period in the middle 90's when consumer demand seemed to be ready to embrace the technology, the lack of innovative and captivating applications quickly diminished this demand. Consumers now are happy to accept the broadcast programming that has proliferated since the early 90's.
  • The media landscape in 2003 is dominated still by the mega-corporations that have ruled since the wave of consolidation that swept the telecommunications and entertainment industries in the 90's. Standards - a huge concern through the early and mid-90's - have been effectively settled by default.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 41 Scenario: Slow Boat

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Business and Consumer Environment (2)
The "world of 500 channels" -- which seemed a certainty in the early 90's -- never materialized.
  • The conglomerates took, and carefully guarded, control of the properties (the copyrights) needed to fill channels, using them first as "barriers to entry" against other potential channel suppliers, then as a "weapon" to keep their suppliers in line. The upshot is a world of closer to 100 channels.
Similarly, the promise of home shopping via technology has not been fulfilled.
  • The media behemoths all developed, then proliferated "shopping channels." In their zeal, they underestimated consumers' attachment to the experience and community of the in-store retail experience, and thus overestimated the volumes that could be done on ever-more-targeted specialty channels.
Successful firms have made multimedia a part of their arsenal.
  • However, they have refrained from over-investing in what had, in the screaming headlines of the early 90's, been painted as a next revolution.
The revolution simply never came.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 42 Scenario: Slow Boat

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The State of Computing
A lack of government and private resources available for financing large infrastructure projects has stalled the estimated $150 to $500 billion project of rewiring America to create the Information Superhighway.
  • Also, as this capital shortage has been felt across the globe, industrialized governments worldwide have been unable to assist in funding the creation of an Information Superhighway in their countries.
  • The computing landscape in 2003 is a web of LANs, supporting enterprise-specific client-server architectures. The action over the last several years has been in adding value through bridges and routers, and in improving CPE (customer premises equipment). While integration of all of these systems remains a business, growth of this market has slowed with the economies of the developed nations.
  • The software development process is very similar to the early 90's. The majority of application development is done using 4GLs. However, to create seamless applications across a business organization still requires complex technical skills. Thus, the cost of application development has not been substantially reduced over the past 10 years.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 43 Scenario: Upstairs/Downstairs

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
Summary
"I don't want to play at Sally's house, they don't have a telecomputer."
  • As the telephone and television once defined the standard of household income and wealth, so it is now with the tools that allow access to the digital world, the telecomputers.
  • More important than the cost of the machinery, which is now almost free, is the usage cost of the services available. Many who have work requirements at home (or simply have high level positions in their companies) have the costs paid for by their employers, making it no more a luxury than perhaps a dishwasher. But for those who must cover the costs themselves, few services beyond simple interactive television are within reach.
  • Without the advanced educational programming and other benefits of the system, these people fear for their children that seem to be falling behind in an even faster paced electronic world. This is a world of digital haves and have nots.
  • This is a world of upstairs and downstairs.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 44 Scenario: Upstairs/Downstairs

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
A Mix of Virtual World and Slow Boat
Consumers seemed to be "nesting" in the early 90's; but by 2003, they have become positively dug in.
  • More and more of their leisure time -- and dollars -- is spent in the home; the biggest part of that, in front of and using home entertainment centers.
  • However, how they spend that time (and the money that attached to it) had begun to bifurcate.
As a product of intense income polarization and concentration of wealth in the United States, as well as the division of the population along technical competence boundaries, two "classes" have emerged -- the "haves," and the "have-nots."
  • The "haves" comprise roughly two-thirds of the population and have disposable incomes and household wealth that has grown substantially since the 90's.
  • The remaining one-third are the "have nots" who have seen their disposable incomes stagnate as they have accumulated personal debt.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 45 Scenario: Upstairs/Downstairs

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
A Mix of Virtual World and Slow Boat (2)
Among the "haves", the utilization of multimedia technology is limited.
  • Only 14 percent of the "haves" possess the technical sophistication necessary to effectively use the available applications for either recreation or professional gain.
  • Many more desire to find ways to use it, but because of the quality of the supply of multimedia applications, are unable to achieve this desire without an excessive investment of time and money.
Upstairs/Downstairs is a mix of Virtual World for the technically sophisticated "haves" and Slow Boat for the "have nots".
  • The political environment is influenced by the pull between the "haves" and their demand for deregulation and public investment that will lead to Virtual World and the "have nots" and their demand for conservative, cost-conscious, and status-quo policies that are typical for a world in Slow Boat.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 46 Scenario: Upstairs/Downstairs

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Business Environment
Through the late 90's, a number of firms have tried to establish or maintain markets with both the "haves" and the "have-nots."
  • None of the straddlers have succeeded. In the end the rhythms and demands of the two markets were too different to allow useful cross -pollination, and the business market developed into two different sectors:
    • Companies serving "haves" with relationship marketing and a stream of constant innovation aimed at product/service enhancement, and companies serving "have-nots" with traditional mass marketing and constant attention to the lowest possible pricing.
A major factor why certain "haves" elect not to participate in the multimedia market is related to the quality of interactive multimedia applications available.
  • As new multimedia technology began to proliferate in the mid-90's, certain aspects of the market contributed to the it's low market penetration:
    • Application developers were unable to make the interfaces transparent enough for universal acceptance by the diverse consumer base (unlike the telephone or television). There was (as still is) a lack of quality multimedia applications that have mass-market value considering the significant added cost and technical sophistication they require.
    • Costs have not declined over the past ten years to a point where even many of the affluent population can justify the required large expense to take part in the multimedia market.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 47 Scenario: Upstairs/Downstairs

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
The Consumer Environment
High-definition trials were held, but limited to cable (as open broadcast standards stalled).
High definition had already become a staple of video production, and had premiered (mid-90's) on video cassette and disk, so it found a small but ready audience of enthusiasts ("haves") with the hardware necessary to receive the enhanced signal. But wider adoption simply didn't materialize, as most consumers seemed unable (or unwilling) to afford the higher costs of sets. Indeed, by 1999, one tenth of American households (40% of the "haves") were equipped to experience "virtual reality" in their homes.
Still, the predicted demise of the videocassette rental market failed to materialize. For most "have-nots," the VCR (now priced at under $100) remains the "self-programmed" technology of choice.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 48 Scenarios' Dynamics

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
Each of the scenarios describes a plausible future, a "state" in which we could find ourselves just after the turn of the century
These are the futures against which we build our strategies. For the same reasons, we want to understand the paths we might travel to reach these futures.
The "real" future will contain elements of all of the scenarios, so the path to one scenario can involve some of the others.
During the 2nd TAG workshop the participants came to several important conclusions, illustrated in the following diagram.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 49 Scenarios' Dynamics

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 50 Scenarios' Dynamics

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
Most experts believe that we are in currently on the path from Slow Boat to Upstairs, Downstairs.
  • They agree that if the next 7-8 years are "blocked" - if there is little progress in the economy, the setting of standards, etc. - we could end up in Slow Boat at the millennium.
As the economy gets better, we will tend to move from Slow Boat toward either BizWorld or Virtual World.
To get to Virtual World, we will pass through Upstairs, Downstairs unless there is sufficient and benevolent government intervention allowing us to bypass Upstairs, Downstairs.
  • Without the proper government intervention, the question is only the duration of our passage through Upstairs, Downstairs. Indeed, if it is very long, we could find ourselves in Upstairs, Downstairs at the turn of the century, still on our way to Virtual World, but stuck still in a polarized world.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 51 Scenarios' Dynamics

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
Government intervention can push us to either Virtual World or Bizworld or keep us in Slow Boat.
  • Virtual World can be reached with either a very quick pass through Upstairs, Downstairs when government facilitates a bit, or directly if government provides strong leadership and investment. Bizworld is reached or Slow Boat is maintained when government adds constraints to major issues leading to slow progress.
The move to Virtual World can be derailed by a lack of supply of engaging interactive applications and programming.
  • In this case, we may be diverted to Bizworld. Indeed, so important is this quality of supply aspect that it should be considered a key driving force to monitor.
It seemed implausible that we could move from Virtual World to any of the other scenarios; if we get there, we stay -- or more likely, move to an altogether different set of futures.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 52 Scenarios' Dynamics

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
We can move from BizWorld to Virtual World (a move occasioned when interaction takes off on top of the bandwidth of BizWorld), but only through Upstairs, Downstairs unless benevolent government intervention allows a move directly to Virtual World.
The reverse is not likely to happen. We wouldn't move from Upstairs, Downstairs to BizWorld, unless the supply of good interactive applications was lacking (it is implausible that the Upstairs would change their minds and give up their interactivity and control).
We might however "backslide" from Upstairs/ Downstairs to Slow Boat -- the government might step in to normalize incomes and inadvertently slow the economy, pre-empting (or postponing) both BizWorld and Virtual World.

HELP! * GREY=local HTML version of LOCAL Foils prepared 31 January97

Foil 53 The Future

From Future of Multimedia Internet Systems CPS640 MultiMedia and WWW -- Spring 97 Semester. * See also color IMAGE
Full HTML Index
?
Where you believe you will find yourself 10 years from now?

Northeast Parallel Architectures Center, Syracuse University, npac@npac.syr.edu

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Page produced by wwwfoil on Wed Feb 19 1997