Discovery – Core Technologies

It’s difficult to represent visualise the wide range of core technologies and the way their interact with each other, but here are two representations anyway:

I’m going to drill a little deeper into examples of each of these below. At the moment these are broad headlines which may appear a bit cryptic: I’m aiming to provide more detail and discussion of each, and to add some other aspects not yet currently included:

Systems

Hardware and devices

  • Moore’s law continues
  • Optical computers
  • Neuromorphic chips
  • Nanonscale engineering, organic electronics and photovoltaics
  • Work on post Von Neumann architectures

Data platforms and analytics

  • The collection, processing and connection of large pools of data, feeding and powering AI and ML

Robotics

  • Industrial robots
  • Service robots – from cleaning the house to mowing the lawn, maintaining and mending pipes, wiring etc.
  • Drones
  • Swarm robotics

Quantum computing

  • A fundamental shift in computational capabilities, allowing us to solve complex problems that are slow or impossible on today’s computers

Internet of Things (IoT)

  • Smart homes and workplaces
  • Identity and control
  • APIs (system interfaces)

Security, Privacy and Cryptography

  • Immutable records / Merkel trees / encryption etc. (the need for forensic proof in an age of the fake, maintaining trust in historic records to prove they have not been tampered with or altered)
  • Privacy Enhancing Technologies (PETs), homomorphic encryption
  • Identity (self-sovereign, Personal Data Stores and other approaches)
  • Risk resilience technology
  • Technologies for data veracity / authenticity
  • Post-quantum cryptography

Systems and Networking

  • 5G and beyond (including other standards such as LTE)
  • Trends – decentralisation (group talk and peer-to-peer in 5G) and wireless mesh networks / move to the edge, more / better spectrum usage

Interfaces

Audio and Acoustics

  • Spatially augmented audio delivery
  • Removing sound from an environment
  • “every loudspeaker is also a microphone”: every surface is capable of 2-way interaction
  • Alex/Siri/Corona-like “smart assistant” capabilities embedded in environments rather than running as discrete standalone devices
  • Audio simulation (the ability to analyse voice characteristic and synthesise them)

Graphics and Multimedia

  • Holographics
  • Deepfake videos

Human Computer Interaction (HCI)

  • Personalised micro-environments / instant personalisation (e.g. microclimate zones–cool/hot–in the same space, adjusting to an individual’s preferences), environments that know who’s present and adapt their responses accordingly, security measures (doors etc.) that adapt their responses based on the identity of who’s present
  • Full immersion augmented reality (AR) / virtual reality (VR)–including past of place / perceptual illusions / blurring of “reality”, “Jedi council” type presence and interaction
  • Brain controlled technology–primitive early gaming technology already around now can be potentially extrapolated to e.g. virtual telepathy / wider biometric technology and directions
  • Navigation through context (e.g. glancing)
  • Context aware smartphones–e.g. enter a space and learn all about it instantly
  • Instant translation (between languages), enabling conversation between people who speak different languages
  • Wearable technology including health tech from watches to glucose monitors

Biometrics

  • Realtime facial recognition
  • Realtime voice recognition and synthesis
  • Voice cloning
  • Behavioural analytics (online and in physical spaces)
  • Gait, heartbeat, etc.

Accessibility

  • Accessibility, inclusion, human rights
  • Ambient assistive technologies, particularly for an ageing population and those with disabilities

Theory

Artificial Intelligence (AI) and Machine Learning (ML)

  • ML is a sub-domain of AI and both together continue to make progress in specific problem domains such as voice and face recognition, as well as largescale data pattern identification and analysis

Algorithms

  • Improvements to optimise computational efficiency and resources

Other technologies

Print and 3D

  • Materials – graphene, 3D printing / additive manufacturing, carbon nanotube, nanotech clothing and sensors, etc. Walls able to change colour, to display visuals and to respond to touch
  • “4D” printing (materials able to adapt and repair or obsolete themselves over time)

Power

  • Wireless electricity at scale enabling wireless / ambient charging / power (like WiFi today, but for power), battery technology breakthroughs

Medical, health and genomics

  • CRISPR gene editing, glucose monitors, prosthetics and embedded systems