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What will they think of next?

Napster in 1999. MySpace in 2004. YouTube in 2006. Experts from the tech community look ahead to the innovations that will change how we work, play and communicate in 2007.

December 28, 2006|STEVE BALLMER; NED SHERMAN; RAFAT ALI; KEVIN WERBACH; CHRIS ANDERSON; HANK BARRY; JOHN BROCKMAN

You'll be back in control

STEVE BALLMER


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\o7Steve Ballmer is the chief executive of Microsoft Corp.

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RIGHT NOW, I AM as excited by the prospects for technology-driven change as I've ever been. The impact of the Internet, e-mail and mobile phones has been so dramatic that people tend to think the digital revolution has already happened. I think it's just getting started.

Many technologies have the potential to catch fire, including Internet television, mobile video devices and even robots. New business-intelligence technologies will make sophisticated data analysis tools easy enough for anyone to use. New "digital rights" technology, which gives copyright holders more control over the distribution and reproduction of their work, will continue to transform the entertainment industry.

But when we look back in 10 years, it probably won't be a specific device or company that stands out. Instead, 2007 will be the year that unified communications technology helped us regain control of our information and our lives. Ironically, the proliferation of new technologies up until now has made communications harder, not easier.

In 2007, I believe that phone numbers and e-mail addresses will begin to give way to a single identity, and the desktop phone will merge with the PC and mobile phone. Messages will be routed to you on a device that will be smart enough to know whether you can be interrupted based on what you are doing and who the message is from. Instead of being ruled by e-mail and cellphones, we'll have control over when and how we can be reached, and by whom.

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Where virtual meets real life

NED SHERMAN

\o7Ned Sherman is chief executive and publisher of Digital Media Wire (digitalmediawire.com)

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THE TREND TO watch in 2007: Virtual worlds, one of the most populous of which is Second Life, a 3-D environment built and owned by its residents (currently about 2 million).

These digital playgrounds combine elements of social networking with aspects of a multiplayer online game. At Second Life's virtual marketplace, residents buy, sell and trade millions of dollars in digital goods. Even more fascinating from a business standpoint is that millions of dollars in real-world currency are being generated from the exchange of virtual dollars into hard cash.

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