Edinburgh
Sector Summaries
(Edinburgh output documents No. 5a,6a,7a,8a)
Education, Training and Multimedia
Education and Training
The education and training sector is a major industry with political,
social and economic importance, which is characterised by the delivery of
a service that is a highly individual and personal experience. Multimedia
could bring significant changes in education from the individual sphere
to the most general socio-economic structures. However, as much as multimedia
is important to education, the education sector is strategic for the overall
development of multimedia. Many key technologies and uses are being pioneered
in education. The sector is a major source of demand for multimedia materials
of various sorts. Tomorrow's generations of multimedia developers and authors
are trained within the sector. Perhaps more importantly, the next generation
of multimedia users will be exposed to the technology and skills in their
learning, preparing them for use of multimedia in other fields of life.
The Sector
Multimedia should not be seen as causing change in education, but as an
enabling or confounding factor in profound restructuring of education
systems and priorities world-wide. New priorities and changing resources
within the education sector, including technology will change the opportunities
and motivations open to learners, teachers, institutions and society. Of
particular importance is the development of lifelong learning, with more
people having to take responsibility for their education and retraining,
and having the opportunities to do so. This also reflects a trend towards
'learner' centred education and training, where the motivations, resources
and skills of the learner are the focus of pedagogy and learning facilities.
Multimedia
Current research and experience indicate that multimedia facilities and
packages can improve learning times and retention considerably over many
traditional approaches, and a great many experiments and evaluations of
use of IT in all domains of education have conclusive results. However multimedia
is only useful if it is intelligently integrated into full pedagogic package,
and much technology has not been designed with this in mind. Not only must
the technology deliver useful, cost effective learning aids, but also be
practically useable in classrooms and homes. More importantly best practice
is only just beginning to be established for existing technologies, so the
majority teachers, managers and students do not know how to integrate more
advanced multimedia use into teaching and learning in the most effective
way.
While computers and other mm equipment may easily find a place workplace
or tertiary education establishments with sufficient resources and expertise
to manage them, schools often do not have the resources. Issues of funding
for equipment, teacher motivation and expertise, priorities for head teachers,
physical school security etc vary widely between schools and regions. These
are factors which broader policy initiatives on education must address.
Future
By 2010, many schools in the developed world will be very well equiped.
To sustain investment and fund backup, many eduction establishments, from
schools to Universities will be incresingly open to returning learners.
Schools and small businesses will be consumers of multimedia material. Universities
and large business will develop and customise applications and material.
Multimedia technology will be used regularly as a teaching aid, but the
importance of teachers, the cost effectiveness of books, paper and television
will limit its use. However learning multimedia skills will become increasingly
important part of the curriculum.
Distance education will develop, around the more innovative universities,
colleges, schools and private training companies, who will use computer
communications and multimedia to provide better communication and a competitive
edge.
Much in-house training will be done using multimedia packages, and a large
industry will develop specialising in customising standardised training
packages.
Those without skills, the environment or resources to access learning technology
will find themselves even more marginalised than before.
At least 50% of the population will have access to more advanced multimedia
equipment at home, with the easy possibility of reliable network connections.
Education will continue to be one of the most important reasons for getting
'computer' style multimedia and communications technologies into the home.
Driving Factors
- Because it is there.
- It has obvious educational benefits when developed and used well.
- Political and business pressure to improve and extend the education
system in most countries
- Commercial interests - Many publishers, hardware and software companies,
private training companies, and network providers are currently following
strategies that see multimedia education as a growth market.
- Demand for education in the use of the technology as a core competence
in work and 'life' tool.
- Growth in distance and open learning.
- Economic pressures at different institutional levels.
- National competitiveness: multimedia technology is seen as a way of
maintaining or improving international economic standing.
- Market strategies for education.
A number of 'events' could dramatically increase the uptake of the technology.
For example,
- Development of a critical mass of networked home multimedia technology
- Signs of clear educational improvements through using the technology
(e.g. Exam results)
- Large investment in schools for training and equipment. from private
or public sources.
Confounding Factors
- Limitations of technical solutions in the teaching/learning process.
- Workload on teachers - technology is a low priority compared to teaching
and adapting to changes in curriculum and education expectation.
- Difficulty of putting intensive skills, tacit knowledge into electronic
package
- Not Made Here Syndrome the reluctance of teacher to give up their
own material and style , and 'do-it-all' mentality.
- Contingency of teaching and learning - difficulty of creating common
courses
- Technical limitations- screen resolution, price, reliability, useabilty.
- Undeveloped pedagogies.
- Lack of skills - in use , production and management of multimedia,
particularly in the schools.
- Lack of an installed technical base.
- The problems and cost of installing the technology within current
institutions, especially schools
- Cost of production of multimedia products in skills and money relative
to traditional materials and techniques
- Lack of funding in some sectors, especially the state sector.
- Standards issues - portability and compatibility of platforms application,
networks etc.
- Slow progress on agreement and structures for accreditation of course
material and certification.
- High Inertia of institutions especially schools, universities and
higher educational institutions.
- Uncertainties over the future
Policy Issues
Policy makers and educationalists have come to the conclusion that multimedia
is a very powerful support tool for teachers and learners, when they have
sufficient resources and skills. The key policy initiatives must be to:
- Develop best practice and disseminate results
- Raise awareness of the possibilities of new technology to teachers
and education decision makers
- Provide continued pedagogical and technical resources and back up
for teachers as well as initial training.
- Make sure that the general development of educational policy takes
account of the realistic uses of new technology, ensuring quality access
to opportunities, supported by IT, rather than poor quality IT mediated
education and training.
- Support the training and retraining of everyone in basic computer
skills.
- Support the development of open credit transfer and common standards
for packages multimedia.
Conclusions
Multimedia will undoubtedly open up new opportunities for educational activity,
and new forms of delivery. However, these opportunities will only be exploited
as part of the wider scale changes in education and training. In general
multimedia will supplement the existing conventional structures in education,
especially over the time scales of the present study. The powerful position
of existing educational institutions, and their important non-teaching roles
will dampen down changes in the overall sector. It may bring about collaborations
between commercial educational system developers and educational certification
agencies, but this will be to reduce existing rigidities. Multimedia will
certainly enable the opening up of the education system, but it may reduce
the opportunities for many people to experience learning in a real institution.
Multimedia will provide a vehicle for exploring more comprehensively than
hitherto the learning process and its ingredients. focusing on the effectiveness
of alternative teaching and delivery modes. One of the key findings (indeed
to some extent there is already evidence) in this field will be a better
appreciation of the importance of personal intermediation in education,
for a host of reasons. These include the communication of values, indications
of significance, and the generation of motivation. Effective teachers are
authoritative and charismatic. It may be that these supremely human aspects
remain beyond any simple replacement logic of multimedia. Ultimately, the
education sector will settle in to a new dynamic balance, with an identifiable
multimedia strand or stands, as one and only one amongst other strands of
educational activity. Multimedia will not consume the whole sector. Education
will not evolve towards multimedia, although multimedia will undoubtedly
increase hugely in importance
Entertaiment and the Entertainment Industry
Entertainment and the entertainment industries are at the forefront in the
development and hype around multimedia. This is largely due to the multimedia
nature of much of the production of the entertainment industry - from television
to computer games, and the 'interactivity' inherent in much of our entertainment
activities. The entertainment industry is also highly concentrated: wealthy
and presents a very high profile, the conditions for high investment and
publicity which attracts the attention of the public and analyst alike.
These players are exceptionally market oriented, and the investment in new
products is considerable.
There are three ways multimedia technology could change entertainment and
the entertainment industry.
- The technical and social and psychological development of traditional
technology-mediated or centred entertainment such as television, games and
gaming, especially the likely increase in home based provision of entertainment.
- Multimedia may change the entertainment supply industry with convergence
and changes in the power of intermediaries, as the the number of electronic
delivery channels increases dramatically, but the cost of production, and
cross marketing arangements and finance favours a more centralised industry.
- Multimedia may bring new technology and commercial interests into
other leisure activities.
The home is the centre for entertainment in many societies, but multimedia
technology is unlikely to increase the overall amount of home based leisure
activities unless there are other social changes which favour this. It will
increase the range of activities accessible from the home and open up new
social spaces for many people otherwise deprived. Multimedia technology
will bring electronic communications and information into many more entertainment
activities of all type, possibly increasing the financial cost of those
activities, and certainly changing the distribution of the revenues. Entertainment
will put multimedia terminals into more homes than any other service, and
as such will be key in shaping the future development of more advanced services
and technologies.
Public entertainment outside the home will not diminish appreciably with
multimedia technology. Cinema will continue to thrive, and public venues
with the latest technology will become ever more popular among the early
adopters of entertainment Indeed, entertainment and leisure in public spaces
will be the place where most people will come into regular contact with
the latest technology, and this will be important in setting expectations.
Access to more information and direct experience in the home is as likely
to increase the popularity of public entertainment and encourage travel
and tourism. Much of the content for these services will be adapted for
home use, building the market for home multimedia products.
The content providers - television production, magazine production, games
companies etc. will not loose their market share is they adapt to the new
technology. Their skills will be increasingly in demand. The telecommunications
companies will continue to profit from increased communications traffic.
The often predicted convergence of telecoms and broadcast companies is unlikely
under present regulatory regimes, and the organisation and industry cultures
are so different as to make this unlikely to be a success. However there
will be continued realignment and convergence in the content industry -
with multimedia publishing houses being the rule. Nonetheless the actually
production of television, CD ROMs, Internet facilities will still remain
separate on the ground for most projects, for practical reasons, and institutional
reasons in the short term.
Driving factors
- The television entertainment companies wanting to stay ahead of the
competition, and develop new services that will give them a larger bite
of consumer leisure spending, control distribution and attract new advertising
revenue.
- Hardware and software companies from the computer industry and consumer
electronics trying to develop new markets for their products, partly due
to falling returns in existing business, partly to set standards.
- Insatiable consumer demand for entertainment, and the generational
effect of video culture.
Confounding Factors
- The cost and complexity of network technology
- Devlopment of standards for mass market products and services
- Lack of a culture of use and production of 'interactive' entertainment
- The cost of network connection
- The socio-economic distribution of TV watchers and video game players
- Alternative digital systems, such as digital broadcasting that introduce
little change in media and consumption of entertainment, but absorb investment
that would otherwise go into full interactive services.
- Uncertainty over IPR
- Uncertain government postiton towards universal services and regualtion
of content.
Key developments
- The WWW, and on-line chat forums
- Digital television, programming and alternative servcies
- Computers ubiquitous in schools
- Developmenty of cheap standardised home user terminals
- Marketing regulation and up-take-up of digital television and on-line
services
- Computer educated generation becoming mature consumers
Policy makers still have to face up to many issues related to entertainment.
The dominance of local culture by an 'international culture' is a worry
for many policy makers, and efforts should be made to make sure that regional
and local culture is preserved and developed. The technology and the systems
such as the Internet and cheap video production should favour this, but
skills and access should be the target of specific actions. The regulation
of pornography and gambling will continue to be important, and the successful
solutions will be those based on controlling the production and consumption
rather than the technology. There will certainly be an increasing number
of particular cases over the next 10 years that will focus public and government
attention on this perennial moral issues.
Advertising and marketing will be key to the development of new media and
mass market entertainment systems. It will be increasingly difficult to
escape from commercially-mediated environments that collect information
on personal entertainment in return for cheaper access.
Entertainment is a factor that is increasingly 'built in' to many other
activities - work, education, rehabilitation etc., in recognition of the
power of fun and enjoyment. Multimedia can enhance this, and industry and
commerce will continue to pursue this path successfully.
In conclusion, huge demand for entertainment will be one of the most powerful
factors influencing the development of multimedia. However the paradigm
for entertainment is different to that of simple information retrieval,
communication or rational goal oriented use of technology. The role of culture
and society in defining entertainment and the creative input into providing
entertainment makes it one of the more difficult sectors to predict the
exact outcome, but also one of the easiest in which to say there will be
a considerable uptake and use of technology over the next 15 years.

Multimedia in Retailing and Shopping
Shopping is an essential part of everyday life for most people, and the
retailing industry is key part of the economy. Shopping is part of a sophisticated
web of relationships, expectations and habits that surrounds the consumption
and supply of products and services. Interactive Multimedia and network
technology have been hyped as a force that could revolutionise both the
way we shop and the retailing industry. Technology could create new ways
of shopping, and disintermediate existing retailers, enabling customers
to do directly to suppliers for information and have goods delivered directly.
It could allow the increased decoupling of presentation of the product,
the distribution and the payment, currently combined in the shop, with the
introduction of widespread remote ordering, home deliveries and electronic
cash. It could also enable retailers to gather vast amounts of information
on consumers, and target marketing and product development at individuals
and groups as never before.
The retailing industry, traditionally conservative, but comfortable with
Information Technology and information management, is experimenting with
new multimedia technology. So are many regular shoppers, the advertising
and broadcasting industries, consumer magazines and banks. Direct retailers,
catalogue shopping companies and television shopping companies are all predicting
interactive multimedia will be the future of their industry. Technology
companies and the network and media distribution companies have seen shopping
as an important service that will sell their new products for many generations
of new technology.
Information and Shopping
Shopping is a popular leisure activity, it is also a chore. Shopping today
means choices and convenience for the consumer; competition and customer
relationships for the retailer. Multimedia allows information to be packaged
and shared in many new ways. It offers consumer the chance to gather and
share information about brands, products, retailers and producers, but also
give the retailers the possibilities of gathering information on individual
consumer purchasing patterns and preferences, and present information about
their products in ever more engaging means.
Multimedia
Technology also opens up new payment possibilities, and the channels to
delivery information goods directly on-line. These technologies are proven
technically, but have not been scaled up to serve substantial markets. More
importantly, many retailers and consumers do not see the technology as important
to their business or shopping activities, making it very difficult to predict
how and who may use it.
Multimedia and the Retailing Industry
This study looks at shopping as a social and functional experience that
is partially mediated by a conservative and risk averse retailing industry.
The increase focus on the customer, and industry competition has created
significant interest in the new technology. However this is not the first
time. Why should the technology work this time? Use of technology does not
have to be widespread for it to be a successful business. The home PC is
becoming a common artefact, many people are at ease using it. On-line services
of various kinds are growing fast, if not for home use, then at work. All
children in developed countries grow up using computers, and increasingly
the Internet. The are a great number of businesses that rely on advertising,
comsumer reports, home delivery, home shopping and direct selling without
the benefits of new technology. However compared to the TV and paper adverts
and direct selling of today, interactive, personalisable, multimedia will
bring much more of the shopping experience such as marketing, expert advice,
and customer information into the consumer's home and office.
Home shopping and banking have frequently been used as a key services that
new technologies have been designed and launched round. Few are succesful.
The successful technologies today, such as television and now the Internet
allow a wide variety of information to be presented and shared in an environment
of other information and entertainment. This mirrors the way that shopping
and consumption of goods takes place in a broader social environment, where
the decisions, process and use of the goods and the services of retailers
are a integrated part of everyday life.
Drivers of Multimedia
- Competition squeezing margins, making retailers look for new waysof
maintaining market position.
- Competition: sheep behaviour from retailers and banks.
- Growth in demand from Internet users
- Pressure from technology industry and information distributors to
exploit technology.
- Dissatifaction of consumers with present methods of shopping
- Increased amount of information that is available to retailers, advertisers
and other groups, even the general public, on individual and aggregate consumption.
- The rate of tech change is reducing the planning horizon from 5 years
to 1-2 years . It is increasing the investment demand..
Confounding Factors
- Conservatism of the industry
- Uncertainty of Benefits and about technical change
- Lack of belief in the benefits of the technology - coming from lack
of evidence and current beliefs about the consumer and the current 'market'
- let some-one else-go first' attitude
- Cost of installation of technology and management systems
- Cost and complexity of home delivery
- Lack of installed technology
- Lack of consumer knowledge/skills
- Lack of retailer skills - both organisational and individual - distributed.
- Short -term - the lack of secure transaction systems
- Tax issues in cross-regime selling of good and services.
Major Industry Changes
The major issues include:
- the moves towards getting more information on customers and building
relationships with customers (customer loyalty) - both as individual and
as markets;
- The increasing use of IT within the retailing sector including EDI,
EFTPoS, customer information systems etc.
- For the demand side there are issues of increasing numbers of working
women, and longer hours in general, increasing consumer 'intelligence' and
the willingness to shop around etc.
Conclusion
New technology will not change how much we buy, but it could have some effect
on who buys and what we buy. It is very likely to change who we buy from.
However, as consumer retailing is an open market, with already entrenched
suppliers in various parts of the supply network, there will be considerable
innovation in the more traditional forms of retailing to maintain market
share. Shops, traditionally public spaces, still have a considerable advantage
over home based systems in terms of creating an environment to present products
and for social interaction.
Advertising and promotion of goods is the key to understanding the development
of much of the new media. Home delivery and payment systems will remain
major physical barriers to large growth in home shopping. For today, the
early promotion and e-commerce services over networks have a very high symbolic
value, that may come to have real value in the longer term.

Multimedia in Scotland
Scotland, despite being a peripheral region of the EU, is for the most part
a nation with highly developed industry and internal infrastructure, an
educated population, a strong cultural heritage, and considerable output
and consumption of IT and media. Key factors in the shaping of multimedia
are the geography, an IT industry heavily dependent on inward investment,
and a strong sense of cultural and national identity.
Scotland is highly influenced by the rest of the United Kingdom in its economy,
society and government policy. As a nation it has relatively little control
over the large scale policy and commercial decisions that may shape the
development of multimedia. It is not a particularly wealthy region, and
suffers from a peripheral position in the European political and economic
arena. However, a repeat of early Scottish development based on skills,
enterprise and excellent marine communications are a possible, if slightly
romantic, outcome of the 'multimedia age'.
Scotland and Scottish based industry is certainly not a major influence
on the development of multimedia content or technology. While the central
region is strong in IT manufacture, it is weak in industrial R&D. However
in a number of sectors, often based around higher education and media, such
as multimedia for education, medicine, Metropolitan Area Networks, media
content production and museums, Scotland could make an important contribution
to the development of applications and uses. Experience of trials conducted
in the country will also have effect on the future development of those
services. For the most part Scotland will not be important to the development
of mass market technologies or regulation and policy, but will be considerably
more important than many other similar sized regions.
Scotland will benefit from multimedia and networked services in several
ways. As a centre for manufacturing of computer equipment the expanding
market will ensure jobs and investment by multinationals. This will depend
on the workforce remaining competitive, a supply of educated engineers and
technicians and government support for inward investment. Indigenous business
in software, media content and multimedia services will also benefit from
an increasing global market. Again, this will depend on continuing support
for industry with infrastructure, education, exposure to the latest developments
and help in developing export markets.
Internally Scotland will also profit from multimedia in many ways. Networks
can bring education and business opportunities to the rural areas, especially
the Highlands and Islands, through distance learning, teleworking, access
to markets and information. They will bring wealth, and more importantly
employment opportunities which will encourage people to stay in or move
to these areas. The tourist industry will benefit, by the promotion of the
region on electronic networks, and in providing better facilities to the
visitor and industry alike. Again these opportunities can only be exploited
by the continued support for an infrastructure, education and training programme
to the population.
However the majority of the population do not live in these rural areas,
but in the urban centres. This is an important issue, for Scotland is frequently
treated as a common region. Indeed, even between the urban centres of Edinburgh
and Glasgow there are considerable differences in culture, population and
industry. The developments of infrastructure, and the investment by the
local media groups in Scottish multimedia are likely to bring some multimedia
service to the urban population as quickly as in any other region. The support
of local government and enterprise boards is important to exploit or compensate
for the liberal approach of UK central government to development. Although
much of the funding may come from UK and EC sources regional (Scottish)
and local initiatives may be the best able to react to opportunities and
requirements. Successful promotion of networks and inward investment could
be continued for the next generation of technology and economic development.
The culturally and economically rich cities of Edinburgh and Glasgow will
benefit from considerable private investment in the technology bringing
new services and opportunities. However the urban poor in the depressed
industrial towns will not be affected unless there are considerable government
supported efforts in industrial and social programmes to exploit the benefits
of multimedia in parallel with conventional development programmes.
In conclusion, the development of new multimedia and network technologies
are important for the Scottish economy and society, and the culture and
trends in infrastructure development make it appear likely that many of
the potential benefits will be realised. By 2010 much of Scotland will have
access to advanced networks at prices affordable to most businesses and
many households. Scots will be familiar with multimedia technology and services,
it will sustain the development of high technology industry and will be
important for other industries, local government, and commerce, both internal
and external. Multimedia is not going to create a huge economic boom and
solve the social problems of the cities, but it will certainly be important
to the maintenance and development of Scotland's economy and cultural life.
The full reports can be obtained on line by e-mailing James
Stewart at the RCSS, University of Edinburgh. Other FAME outputs and
the complete report will be available from EC DG XII.