Fluid. Liquid. Streaming. It are words often used to describe the new reality the more affluent part of humanity lives in. We are always on now, social, webbed, mobile, connected. As Om Malik says in Will We Define or Limit the Future:
Mobile phones of today might have innards of a PC, but they are not really computers. They are able to sense things, they react to touch and sound and location. Mobile phones are not computers, but they are an extension of us.
Stowe Boyd tells us what this means for media:
We are sliding into a liquid state from a former, more solid one. Our devices and software is where we are seeing this first, but it is already transforming the media world. Witness the headlong transition from solid media (media destination sites with their proprietary organization, with inward-focused links, concrete layout, and editorial curation) to liquid media (media content is just URL flotsam in the streaming apps we use, rendered by readering tools we choose and configure, and social curation).
Boyd sees beyond media and into the near future:
What is over the near horizon is a liquid world, in which social nets, ubiquitous connectivity, mobility, and web are all givens, forming the cornerstones of a vastly different world of user experience, participation, and utility. This is the new liquid world, just a few degrees away.
As I read about this and post stuff, services are being announced in rapid succession. On the readering side there are services such as FlipBoard, Zite and Pulse. I posted about the curation side of things a few days ago and new tools are being launched about every day, so have a look at my Scoop.It to see some of the latest developments – or join my curating team about curation on Pearltrees.
At The Next Web Robert Scoble gave a presentation about Humans + Reality + Virtual. He talked about experiments combining the physical with the virtual. Now, for me ‘virtual’ is more like environments such as Second Life or World of Warcraft, but Scoble uses it in a broader sense: ‘the digital’, ‘that what you see on you tablet or smartphone.’
He refers to apps such as Photosynth which allows you to make 3D pictures where you can look around and zoom. Mealsnap processes pictures you make of your food and tells you what you’re eating and how many calories that represents – again that mixture of human, real and virtual. Foodspotting allows you to share the places where you eat and what you eat, Cyclemeter tracks your walking, cycling, skiing, running, tells you how you’re doing, shares it on networks etc. Another application checks what you’re watching on tv and share that precious information with your friends. It makes pretty clear what Scoble means with human + real + virtual.
All of which sounds a bit frightening. What about my privacy? Isn’t all this Big Brother? Think about stuff such as Klout score, or PeerIndex, or internal measurement by Twitter telling how connected your are, what your online social capital is and how all this could be used as an asset on the job market or even in financial ratings.
Malik says in Will We Define of Limit the Future:
With this revolution, it has become easier to share our moments and other details of our life that have so far been less exposed. The sharing of location data becomes a cause of concern because it is the unknown. The situation is only going to get more complicated â€” we are after all entering a brave new world of sensor driven mobile experiences, as I wrote in an earlier newsletter. No, this is not science fiction stuff.
I’m getting more and more immersed in this mobile, connected, liquid state. I use an iPhone and things only got more intense now that I own a iPad. It’s a gradual process of discovering new apps, new social tools linking various aspects of your life and connecting you in many different ways with other people.
Even the ‘real virtual’ stuff is going mobile. First I discovered the massively multiplayer online role-playing game (MMORPG) Pocket Legends and now Gameloft launched Order & Chaos Online, a kind of mobile version of World of Warcraft. It’s not hard to imagine some augmented reality enabled mixed realities environment, combining the real, the human, the virtual and what we usually call the virtual. When we get there in an increasingly convincing and integrated way, expect some profound changes in how we live, love, work and connect.
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Agreed! I think it is very important for the â€œvirtual worlds industryâ€ to continue to provide clear and convincing case studies of efficient applications of virtual environments in education, training and collaboration.