Page 84 - AC/E Digital Culture Annual Report
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84e cient and transparent experiences for users in the  eld of leisure and culture. For example, Disney provides guests at its resorts with Magic- Band wearables. These wristbands autheticate visitors, allowing them to go on rides and enter hotels and restaurants, and even act as a means of payment. What is the result for guests? Shorter queues and queuing times, and the advantage of not needing cash when they visit the park.Snapchat, Twitter, mobile widgets, mobiles, tablets, desktop computers or televisions.Various media are developing applications for smartwatches, including Financial Times2, News Republic3, The Guardian4, CNN5, Flipboard6 and The New York Times7.Wearables in the fashion worldSmart fashion has yet to  nd its way onto the main catwalks, but we are starting to see the  rst clothes that are connected or designed with 3D printers among the fashions for the coming months. There are already a few examples, such as clothing that changes colour depending on our mood and rings that vibrate when we get a call. These are some of the initiatives:• Ringly8: rings that are connected so that the wearer can receive noti cations and also monitor the exercise they are doing.• Cu 9: a small sensor that can be embedded in various pieces of jewellery. It noti es you when a call or text is received.• Memi bracelet10: vibrates when a call is received.• CuteCircuit11: connected and smart fabrics and clothing (EasyJet project).Brainwave headsetsWe are starting to see commercial and accessible headsets that can “read” our brainwaves. They even enable us to move objects using circuits that detect these waves. For example, when we think about a particular movement, such as “go up”, the helmet and its algorithms are capable of “reading” the thought and conveying the order to a device, which could make a drone take o . There are also experiments in the  eld of leisure, such as UMood (http://www.brandchannel. com/2015/10/07/uniqlo-umood-100715/) by the Japanese fashion chain Uniqlo, which createda space in its stores for advising customers onIt looks as though wearables are also goingto solve the problem of authentication and payment. We will no longer need to take out our telephone to speak or our keys to start our vehicle, open doors, pay for purchases or check in at the airport...A more extreme example is the Swedish biohacking group1 who have implanted chips beneath their skin. They can open doors and use a photocopier with their RFID chip implant.Wearables for communicatingThese devices can be used to create and con- sume content. Photos are taken and videos are recorded using Spectacles, smart glasses which upload content to Snapchat.The introduction of new channels for content consumption calls for tools and processes that enable media companies to create content that is easily adaptable to various devices and sizes, be it for smartwatches, Instagram, Facebook,THE INTERNET OF THINGS: THE DEFINITIVE REVOLUTION... · PEDRO DIEZMASmart culture. Analysis of digital trends


































































































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