OUT OF THE BLUE iAM 3/4 .HERE EDITORIAL

The Digital Revolution is all around us. The impact of digitization on Under the overarching theme iAM, we have developed four established businesses, institutions, and start-ups is profound, and different concepts. is opening up new dimensions to deliver products and services and .me: How individualism and personalization take on new to interact with customers. dimensions with digital. However, perhaps even deeper than the industry changes are .now: How digital is changing our perception of time and our use the underlying changes that digital is having on our personal of resources and professional lives. In a positive feedback cycle, users foster the development of innovations and, at the same time, change .here: How digital is broadening the concepts of place behaviors and preferences upon using them. The expectation of and presence technology to make our lives easier and faster is growing. As digital continues changing what we do, the question arises: is digital .mind: How digital is affecting our minds and our attention changing who we are? The material is crowdsourced and linked for further reference Out of the Blue digs into these changes: new behaviors, new and reading. We are only scratching the surface and invite you to preferences, and new social mores that are emerging with such a join us on this journey. The chapters .me and .now have already strength and transformative power that we could be witnessing the been released. dawn of a new concept of the self: the i.AM.

Knowing how individuals evolve in the digital revolution will be – Oliver Wyman’s Communications, Media and Technology practice critical for business and institution. Out of the Blue’s purpose is to contribute to this knowledge.

2 “Are our devices turning us into a new kind of human?”

– Amber Case, cyborg anthropologist, TED Radio iAM

Digital is an integral part of our lives. Technology is blurring the lines between the digital, physical and biological spheres while reshaping our perception of space and time and even the concept of our identity or persona. The expectation of technology to make our lives easier and faster is growing. As digital continues changing what we do, the question arises: is digital changing who we are?

4 iAM INDEX

.ME How individualism and personalization take on new dimensions with digital.

.NOW How digital is changing our perception of time and our use of resources

.HERE How digital is broadening the concepts of place and presence

.MIND How digital is affecting our minds and our attention

Ogilvy & Mather China Center For Psychological Research, Shenyang Phone Wall Campaign. Used under permission

5 How digital is broadening the concept of place .HERE and presence Digital is broadening our concepts of presence and place, changing not only the way we communicate with each other, but also how we interact with our surroundings. Advances in virtual reality (VR) and augmented reality (AR) – also referred to as mixed reality (MR) – are opening doors to immersive experiences in which people can enter fictional parallel worlds or blend aspects of the virtual and real world to augment the concept of space. The technologies hold promise to bring us closer together. They open up endless possibilities for collaboration, communication, and storytelling.

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“Reality isn’t half bad. If we can enhance it and optimize it a little bit, that could be a really cool thing.”

– Noah Kraft, Doppler Labs

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“We’ve never been content with living one life, because we either want to share ours, or feel somebody else’s. We are fundamentally limited to our own points of view – but it is human nature to try to broaden our perspective. For me, that’s where Virtual Reality comes in.”

– Danfung Dennis, CEO and founder of Condition One

8 A BRIGHT FUTURE VIRTUAL REALITY VERSUS AUGMENTED REALITY .HERE – THE DAWN OF Virtual reality immerses users in an artificial world … Virtual reality creates an experience of total immersion by A “MIXED REALITY” using a PC, console, or smartphone to run an application via a headset which secures the display before the user’s eyes and by way of inputs that may involve tracking head and hand Recent advancements in virtual reality, augmented reality, and a movements, controllers, voice commands, on-device buttons, mix of the two known as “mixed reality” are enabling us to tinker track pads, etc … with and enhance our surrounding worlds, or to temporarily VR is one of the most immersive ways to tell a story: What immerse ourselves in a virtual world. happens inside a headset allows users to experience something, Big technology companies, including , , rather than simply observe it. Researchers have found that the , Samsung, Sony, and Nintendo, and a wide array of in-person view that VR creates is so intense and emotionally startups, such as Magic Leap, Meta, The Void, and Atheer, are taxing that people often need to take a break after a short racing to put forward their vision for making virtual reality the viewing period. new platform for computing and communication. … While augmented reality (or mixed reality) adds elements to our real worlds … Augmented reality applications add contextual layers of information onto our surroundings in the form of 3D graphics, by using cameras sophisticated computer vision, artificial intelligence and deep learning.

9 The phone is the golden path to how we get to a billion users.” – John Carmack, Oculus chief technology officer

A REALITY BECOMING REAL PROMISING DEVELOPMENTS IN HARDWARE AND PLATFORMS

After the failure of the Google Glass, the past year has seen a raft of The smartphone is central to many AR and VR offerings, and is successful launches of various VR headsets, including the Oculus Rift, seen as a key to reaching a wider audience. Vive, Samsung Gear, Meta 2, Microsoft HoloLens, as well as several announcements (and rumors) of other VR devices in the making.

VR & AR HARDWARE: FROM $0.15 TO $3,000 MOBILE-CENTRIC VR AND AR PLATFORMS Stand-alone VR headsets: Oculus Rift $599, Vive $799, Microsoft In May 2016, Google announced a mobile VR platform Daydream HoloLens $3,000, Project Alloy (Intel and Microsoft) end 2017. In as part of the Android Nougat operating system. Daydream the works: Magic Leap. includes a set of standards and reference designs for smartphones to display VR content coming from partners like HBO, Netflix, Tethered headsets using computers: Meta 2 $949; using game Hulu, and video-game makers. Google also has an AR platform consoles: Sony PlayStation VR release November 2016 $399, called Tango. Microsoft Xbox One early 2017; using smartphones: Google Daydream View $79, Samsung Gear VR headset $100, Xiaomi Mi In August 2016, Baidu announced an AR platform DuSee that VR Play headset will be available for beta testers for $0.15 shortly, uses the camera on smartphones, sophisticated computer vision, Google Cardboard $5, Zeiss VR One, Mattel View-Master VR and deep learning to understand and then augment a user’s $29.99, Freefly VR $69. surroundings. It’s being integrated into Baidu’s mobile apps, including the company’s core search app for iOS and Android. AR handsets: Lenovo Phab 2 Pro (Tango enabled) $499.

10 We react to virtual stimuli and are changed by virtual experiences as we would be if they had happened in real life.” – Jeremy Bailenson, Founding director of Stanford University’s Virtual Human Interaction Lab

THE IMPACT OF VR ON OUR MINDS (1/2) HOW VR TRICKS OUR MINDS INTO BELIEVING SOMETHING IMAGINARY IS REAL, AND HOW SOCIAL IT IS

According to Rony Abovitz, CEO of VR startup Magic Leap, VR is something that happened to us. An experience in a virtual world the most advanced technology where humans are still an integral will feel authentic – just as if we had experienced it in the real world. part of the hardware. The sense of presence felt in a virtual headset is created not by the screen but by the neurology of our brains. And like most experiences, the best ones are those we share with Kent Bye, founder of the podcast Voices of VR, says that VR talks to others. People who have tested the latest VR systems, have been our subconscious mind like no other media. blown away by how social the experience was and how sharing a virtual experience made it exponentially better. All the experiences we have in a virtual world will be experienced by us as if they were real. Furthermore, we remember VR experiences not as a memory of something we saw, but as

11 [Virtual reality] connects humans to other humans in a profound way I’ve never before seen in any other form of media, and it can change people’s perception of each other.” – Chris Milk, film producer “Clouds Over Sidra”, a UN VR portrait of life in a refugee camp

THE IMPACT OF VR ON OUR MINDS (2/2) HOW VR CAN BE USED TO BRING OUT THE BEST – AND POTENTIALLY THE WORST – IN US

Studies at the Virtual Human Interaction Lab at Stanford University money for our retirement. These changes last even after we leave have shown that virtual reality changes behavior, and that when we the virtual realm. when we step into virtual bodies, we conform to the expectations of how those bodies appear. However, the power of VR to manipulate bodies and faces in virtual reality could also be used to persuade and manipulate people, If an avatar is taller than we are in real life, we become more confident. a fact that has led social scientist Nick Lee to the concept If we have a particularly attractive avatar, we become friendlier. If we’re of “vulnerable reality.” young and we have an avatar that is a senior citizen, we start saving

EMPATHY AT SCALE AT STANFORD UNIVERSITY PERFORMANCE ART PIECE A team at the Virtual Human Interaction Lab at Stanford University “THE MACHINE TO BE ANOTHER” is running a research project called “Empathy at Scale” that The international art collective “Be another Lab” uses the Oculus explores ways to design, test, and distribute virtual reality Rift, microphones, and a wearable wide-angle web camera to let projects that teach empathy. Experiments have shown that after participants swap places with the performer, allowing them to see the seeing the world through the eyes of a colorblind person, a user world through the eyes of a child, a woman, a stranger, a close friend, is twice as likely to help the colorblind person than if he had just and a disabled man. In 2015, the staged program – part performance imagined it. art, part experiment – was used by psychologists, neuroscientists, and researchers in six countries to explore issues like mutual respect, gender identity, physical limitations, and immigration.

Sources: Wired, The Atlantic, BBC

12 VIRTUAL AND AUGMENTED REALITY HOW APPLICATIONS ACROSS INDUSTRIES SPARK IMAGINATION, CREATE ENGAGEMENT, AND RECREATE OUR CONCEPT OF .HERE

EDUCATION AND TRAVEL: VR and AR open up borders for ENTERTAINMENT AND LEISURE: VR and AR let us interact with education and travel our entertainment, rather than just consume it In 2015, Google announced Expeditions, a Virtual Reality platform Dutch National Ballet has created Night Fall, the world’s first ballet built for classrooms to enable virtual field trips. Read more choreographed especially for VR, to ensure that the dancing works in a 360-degree immersive setting. It explores the boundary between Western University in Pomona, California recently opened a Virtual dreams and reality, and is inspired by the famous “white acts” from Reality learning center for medical students (including a digital Swan Lake and La Bayadère. Using Google Cardboard or Gear VR dissection table). headsets, viewers are placed in a virtual dark room alongside a In 2015, NASA unveiled its new Mars Experience, a collaboration violinist and dancers. with MIT and Fusion Media that lets users simulate life on Mars. Online music broadcasting platform Boiler Room and Inception VR Marriot recently created a VR experience that lets users ‘teleport’ are teaming up to create the first virtual music venue in London, to a Hawaiian beach or the top of a skyscraper in London to give where people around the globe can attend the same loud, sweaty, people a firsthand experience of potential destinations. exclusive live shows. Void, a new entertainment centre being built in the suburbs of Salt HEALTHCARE: VR opens up new ways for training and treatment Lake City, combines virtual reality with elements of the real world, like walls, wind, and sprays of water to create new experiences. A doctor in Miami used Google Cardboard to plan for a surgery on a baby who was born with half a heart and only one lung. It helped him see the 3D images of the baby’s heart in a way that he would JOURNALISM: VR and AR enable immersive storytelling to otherwise have not been able to. engage viewers VR is also used for exposure therapy. For patients dealing with In July 2015, Catalan national public television station TV3 used phobias of crowds, heights, or even public speaking, virtual reality AR to include a virtual “mapping” that allowed the spectators can be a safe way to practice being in the environment. Read more to see the data and talents at the different Catalan town hall locations simultaneously. Australian based company Build VR has developed a Solis VR unit, that offers relief to dementia patients by triggering Los Angeles-based journalist Nonny de la Peña used a mix of real memories and positive emotions to combat boredom and footage and computer graphics to place viewers in a calm Aleppo repetitive behavior. street scene, a sudden mortar attack, and a camp for refugee children in her “Project Syria.”

DESIGN: VR and AR create tangible 3D and immersive work spaces RETAIL: “Virtual commerce” engages consumers and lets them experience products prior to purchase Ford has a special VR room at its R&D lab in Silicon Valley to design cars for the future. Sephora’s mobile app and website allows users to apply virtual cosmetics to their faces. Marxent Labs partnered with Lowe’s Home Improvement to create an app that lets users design a kitchen or bathroom. Read more Ikea released a VR app focused on customizing virtual kitchens. Consumer applications like Google´s Tilt Brush app enables North Face placed VR headsets loaded with footage of California’s users to paint in their own virtual studios and create 3D works of Yosemite National Park and Utah’s Moab desert in some of its art within a virtual world, and then walk around and view their stores to get shoppers excited about outdoor adventure. creations from different angles. Similar short or long term rental for office spaces are also popping up, allowing workers to network, connect or find a breathing place.

13 CASE STUDY

GOOGLE EXPEDITIONS & DREAM ADVENTURES Experiencing the wonders of the world

Google Expeditions is a virtual reality teaching tool built with Google Cardboard for the classroom, launched in September 2015. IMMERSIVE DREAM ADVENTURES The tool allows teachers to take their students on engaging field trips to FOR HOSPITALIZED CHILDREN AT virtually anywhere, including places such as Buckingham Palace, Machu Picchu, ST. JUDE RESEARCH HOSPITAL the International Space station, Antarctica, the Great Barrier Reef, and Dubai’s Many of the children battling cancer at St. Jude Burj Khalifa, the tallest building in the world. Children’s Research Hospital have to stay in the More than one million students from over 11 countries have taken an hospital for months and are unable to experience Expedition since Google introduced the Google Expeditions Pioneer Program. the outside world. St. Jude Dream Adventures, organized by Expedia In June 2016, Google launched an Expeditions app available to everyone and creative agency 180LA, enabled some of the on Android devices with more than 200 Expeditions to choose from. In children to experience the travel adventures of their September, an iOS version was introduced. dreams via an immersive 360-degree, real-time installation. Expedia employees were dispatched to undertake various adventures requested by the children at St. Jude, such as the Monkey Jungle in Florida and the Great Maya Reef in Mexico. The adventures were filmed using All 360 Media and projected onto the space in real-time so that Official Google video the children could not only watch the adventures but also ask questions and make requests. Source: Dream adventures

14 We’ve seen users experience virtual situations as real. This helps patients confront their fears in a protected, controlled and safe environment. And the psychologist is provided with a simple tool which can be integrated into the protocols of traditional treatments.” – Ivan Alsina-Jurnet, University lecturer and specialist in the use of ICT applications in psychology

CASE STUDY

PHOBIA TREATMENT Facing fears in a controlled environment

VR simulations have been used for more than 20 years to treat VR-assisted treatments and VR self-help tools have good potential, patients with conditions such as post-traumatic stress disorder given that the treatment can be delivered in people’s homes. (PTSD), severe pain in burn victims, and phobias or fears. Swedish company Mimerse has developed gamified psychological treatment tools for VR for the mass market in partnership with the VR therapy has successfully helped smokers stop smoking, and Swedish government and Stockholm University. Their first game, it can play a role in overcoming a fear of spiders. In an American “Itsy,” available on the Gear VR app store, is focused on treating study, 23 subjects were encouraged to gradually, and safely, arachnophobia without involvement from a real-world therapist. approach a virtual spider. By the end, 83 percent of patients showed a significant improvement in how they dealt with spiders, with some so desensitized to the virtual spider that they could approach a real tarantula with minimal anxiety.

Virtual reality for paranoia

Sources: The Guardian, UAB

15 CASE STUDY

LOWE’S HOLOROOM APP & EBAY’S & MYER’S VR DEPARTMENT STORE Virtual design and commerce to visualize what products look like in the real world

US retailer Lowe’s has installed “Holoroom” kiosks, which apply virtual reality to home design, in 20 stores across the US. The Holoroom enables customers to A VIRTUAL DEPARTMENT STORE design their dream kitchens or bathrooms on an app, and then use VR devices In May 2016, eBay and Australian department store such as Oculus Rift or Google Cardboard to virtually step into their designs. Myer launched a virtual reality department store. Lowe’s is also working with Microsoft to launch AI-powered virtual reality in The eBay VR department store is available as an five stores during the first quarter of 2017, that will allow shoppers to put on a app and can be accessed using a simple cardboard HoloLens headset and digitally design a kitchen. Using Microsoft’s AI platform headset that lets you enter Myer’s, Australia’s Cortana, the experience will scrape data from a user’s Pinterest account to serve largest department store. up recommended products. At first, consumers see different product In November 2016, Lowe launched Lowe’s Vision, an augmented reality app in categories. Afterwards, the shoppers can Google’s 3-D smartphone platform Tango, which allows customers to measure personalize their shopping experience by their space and drop in virtual products with the tap of a finger. choosing the categories they prefer. The app analyzes a customer’s shopping behavior in order to suggest other possibly interesting products.

Lowe’s Innovation Labs: Lowe’s Holoroom

Sources: Forbes, Retail Detail, Fastcompany

16 In the history of the internet and consumer tech, nothing has had an adoption of more than 100 million global users in six days. The last record was Candy Crush – that took one year and three months to reach the same level.” – Ambarish Mitra, CEO of Blippar

CASE STUDY

POKÉMON GO (1/2) The AR smartphone game that made the masses hit the streets…

Niantic’s Pokémon GO mobile game combines augmented reality with location- based services, and awards players for capturing virtual Pokémon located at POKÉMON GO IN NUMBERS PokeStops, which are superimposed on a real-life digital map. Pokémon Go users have walked more than 8.7 Pokémon GO was launched in July 2016, and quickly became the first widely billion kilometres - the equivalent of walking accepted and free platform for AR, with 180 million downloads worldwide in around the Earth 200,000 times – and caught two months. 88 billion Pokémon – an average of 533 millions Pokémon per day – since the game came out in The game has brought the playfulness of video games into the physical everyday July 2016 through December 7, 2016. world, as users need to roam streets and public places in search of Pokémon and PokeStops. The experience is inherently social, and surprisingly collaborative with Nick Johnson from New York became the first groups of teenagers, mother-and-son duos, and dating couples joining forces to person to capture all the available Pokémon catch the Pokémon. creatures. He caught the 141 Pokémon characters available in the US within two weeks of the game’s The great success of Pokémon GO is likely to expand the frontiers of AR, and release, and was sponsored by Mariott Rewards will change our expectations of how to access information about objects in our and Expedia to catch the remaining Pokémon in immediate surroundings. Paris, Hong Kong, and Sydney.

Sources: The New Yorker, Sensortower, Niantic

17 As you battle, train, and capture your Pokémon, just remember you’re still in the real world too!” – New York Police Department, 34th Precinct

CASE STUDY

POK ÉMON GO (2/2) … and raised questions on the need to include ethic code in augmented reality applications

The success of Pokémon GO raise profound questions about ethics in a new overlaid world of augmented reality: One set of questions centers around the use of public spaces: When a virtual space overlaps with a real-world space, whose space is it? And who owns the virtual space around each player? Pokémon GO appropriates public, commercial, and private space for a commercial purpose. Homeowners, businesses, and communities have no say on which spaces can be augmented for other people’s commercial purposes. Another set of questions is related to who controls and is responsible for what is created in the augmented reality: Harassment and stalking exist both in virtual worlds and the real world, and using the physical world as a gaming space makes it possible for harassment to enter that world as well. Both sets of questions implicitly put pressure on AR developers to supplement their applications with a code of ethics.

Sources: Wired, The Guardian

18 The ultimate computer, for me, is this mixed-reality computer, where your field of view becomes an infinite display, where you see the world. And you see virtual objects and holograms. That’s definitely what we are building today with HoloLens.” – Satya Nadella, CEO Microsoft

CASE STUDY

MICROSOFT HOLOLENS A mixed reality stand-alone headset

Microsoft’s untethered holographic computer HoloLens creates a mixed reality by allowing its users to interact with holograms – moving them, shaping them, HOLOLENS USE CASES and pinning or anchoring them to real-world surroundings. NASA has used Hololens to help scientists The hardware and software for HoloLens comes in a headset that requires no explore and collaboratively discuss Mars from a wires or connections to other devices. The headset is powered by a powerful first-person perspective. Designers at NASA’s Jet holographic processing unit, which handles all the environment sensing and Propulsion Laboratory (JPL) also use the headset other input and output necessary for the goggles. It also aggregates data from for the next Mars rover; they can design and view sensors and processes the wearer’s gestures. their plans in 3D, in full scale, before anything has

been built. See video The headset, which looks like a pair of tinted ski goggles, first went on sale to selected software developers for $3,000 in March 2016. It is now available in Japan Airlines has used Hololens to provide the US, Canada, Australia, Ireland, France, Germany, New Zealand, the UK, and supplemental training for engine mechanics and Japan, and will be available in China during the first half of 2017. flight crew trainees. The Hololens experiences help convert “trainees’ intellectual memory to In August 2016, Microsoft declared HoloLens “open for business” with the muscle memory”, and allow engine mechanics to launch of its commercial suite. “study and be trained just as if they were working on the actual engine or cockpit,” placing their hands on virtual engines and parts.

Link to official webpage & video

Image: Microsoft image gallery

19 The real way to the future is biology. We give you a neurologically true visual perception. As long as you aren’t touching something, our digital objects, environments, and people really are neurologically true. It’s one of those things that you have to experience to believe.” – Rony Abovitz, CEO and founder Magic Leap

CASE STUDY

MAGICLEAP A secretive well-funded start-up promises neurological true visual perception

Magic Leap, a secretive startup that has received $1.4 billion in funding, is developing a “mixed reality lightfield.” Like HoloLens, it combines augmented MAGIC LEAP COMPANY DESCRIPTION reality with virtual reality by overlaying digital 3D graphics onto a view of the IN CRUNCHBASE real world via some kind of headset with transparent lenses or smart glasses. Magic Leap is combining that inherent visual ability However, unlike other mixed reality headsets, Magic Leap claims that its device with mobile computing – giving you visual output will be unique in the way it beams light into the eye. The technology is called equivalent to when you step outside into the world, “dynamic digitized lightfield”: it projects images directly onto the eye so that but powered by the mobile tech you carry around. it hits the retina, whereas traditional projectors fire the light at a surface, which Using our Dynamic Digitized Lightfield Signal™, then bounces it back into the eye. By hitting the retina directly, it tricks the brain imagine being able to generate images into thinking it is real. The final result is a seamless, real-looking projection. indistinguishable from real objects and then being Magic Leap has not released any prototypes to a wider audience, nor has it able to place those images seamlessly into the given any concrete future release date, apart from the fact that “we are racing real world. for a launch.” We are visionaries, rocket scientists, artificial intelligence gurus, robotics wizards, visualization Stay tuned. jedis, software ninjas, computing hobbits, film freaks, mathematical artists, psychedelic physicists, people people, business athletes, and music lovers. We are creating a whole new user experience that we call Cinematic Reality™.

Source: Wired

20 FOOD FOR THOUGHT

CAUGHT BETWEEN TWO WORLDS How immersive experiences might diminish our presence and sense of self in the real world

Physical discomfort, in the form of motion sickness, is a well documented, unpleasant side effect of immersive virtual experiences, where virtual VIRTUAL REALITY SICKNESS movements do not line up with real head or body movements. Motion sickness, with symptoms including Now, some experienced VR users are noticing that visits in the virtual world dizziness, nausea, and imbalance, is common leave them with an existential hangover, or a “post-VR sadness,” upon their among VR users, and is often cited as one of the return to the real world. The described effects include a “strange feeling of major hurdles for adoption. sadness and disappointment when participating in the real world, usually Testimonials from experienced VR users indicate on the same day.” Rather than being depressed, the mind is detached and a that VR sickness and discomfort fade with time. dissociated: “The sky seems less colorful, and it just feels like I’m missing the In the same way that people who may initially ‘magic’ (for the lack of a better word). … I feel deeply disturbed and often end become seasick gradually develop “sea legs” after up just sitting there, staring at a wall.” spending time on the sea, people start getting more comfortable in virtual reality once they have There has been little research into the relationship between virtual reality gotten their “VR legs.” and dissociation. In 2006, clinical psychology researcher Frederick Aardema found that VR increases dissociative experiences and lessens people’s sense of Researchers at Columbia University have been presence in actual reality. He also found that the greater the individual’s conducting experiments to reduce VR sickness by pre-existing tendency for dissociation and immersion, the greater the restricting the field of view, and blacking out the dissociative effects of VR. peripheral edges of a VR headset’s lenses until the upsetting virtual movement ends.

Sources: The Atlantic, Medium, Popular Science, Effects of virtual reality on presence and dissociative experience

21 DIVE DEEPER

TEXT VIDEO & AUDIO

Welcome to Zuckerworld, Bloomberg BusinessWeek, July 2016 Virtual Reality in the Business World, BBC Business Daily, February 2016 Oculus Rift Is Too Cool to Ignore, MIT Technology Review, June 2016 The Future of Storytelling – Step Into the Page, Glen Keane, September 2015 Meet Virtual You: How Your VR Self Influences Your Real-Life Self, New York Magazine, Amy Cuddy Experience on Demand, Jeremy Bailenson Virtual Human Interaction Lab at Stanford , March 2016 Virtual Reality Therapy: Treating The Global Mental Health Crisis, TechCrunch, January 2016 TheMachineToBeAnother; Embodied Narratives, BeAnotherLab The Untold Story of Magic Leap, the World’s Most Secretive Startup, Wired, April 2016

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Out of the Blue is a periodic publication from the Oliver Wyman CMT (Communications, Media and Technology) Research and Knowledge Management Team aimed at highlighting trends within the communication, media and technology space.

The Out of the Blue Team

Communications, Media and Technology Knowledge Management Mia Burner, Senior Knowledge Manager Borja Xercavins, Senior Consultant

Editorial Lorenzo Miláns del Bosch, Partner, Madrid Iria Aparicio, Manager, Knowledge Management

Marketing Kate Wildman

Design Paloma Sanchez Michael Tveskov Melissa Ureksoy

For more information, please visit www.oliverwyman.com

Copyright© Oliver Wyman

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