FTI 2020 Trend Report for Entertainment, Media, & Technology — from futuretodayinstitute.com Our 3rd annual industry report on emerging entertainment, media and technology trends is now available. 157 trends 28 optimistic, pragmatic and catastrophic scenarios 10 non-technical primers and glossaries Overview of what events to anticipate in 2020 Actionable insights to use within your […]
Tags: 21st century • 24x7x365 access • 3d • A/V -- audio/visual • algorithms • amazon • analytics • Apple • Artificial Intelligence / Machine Learning / Deep Learning • Asia • Augmented reality • Australia • Blockchain • bots • Business • Canada • career development • change • changing business models • cloud-based computing / apps / other cloud-related • cognitive computing • Collaboration • communications • Computer Science • Content development • content repositories • convergence • corporate / business world • creativity • digital audio • digital photography • digital video • drama/theater • education technology • educational games / serious games • emerging technologies • engagement / engaging students • Engineering • entrepreneurship • Europe • experimentation • Facebook • Freelancing • future • game-changing environment • generational differences • gesture / gesturing • global / globalization • Google • human-computer interaction (HCI) • IBM • ideas • immersion • India • innovation • intelligent systems • interactivity • internet • Law Schools • leadership • learning ecosystem • legislatures / government / legal • Media/film • Microsoft • Mixed reality • multimedia • Natural Language Processing (NLP) • Near Field Communication (NFC) • parents • photography • platforms • policy • Privacy • Programming • Psychology • publishing • robotics • Smart/Connected TV • social learning / networks • Social Media • society • Strategy • streams of content • technology (general) • telecommunications • television • tools • trends • United States • vendors • virtual reality / worlds / learning • Vision • voice recognition / voice enabled interfaces • wearables • workplace • XR - extended reality • youth