Wednesday, April 27, 2005

Moore's Law還可適用10至20年

2005.04.27  工商時報

摩爾:Moore's Law還可適用10至20年

王玫文/台北─夏威夷電訪

摩爾定律於十九日風光慶祝四十周年,定律提出人、也是英特爾榮譽董事長的高登摩爾昨(廿六)日接受亞洲媒體電話訪問。摩爾堅持未來十至廿年內此定律仍將適用,也不需修改。他並表示,未來數位家庭與可清晰分辨語音的智慧型電腦,將是摩爾定律很好的應用領域。

英特爾為慶祝摩爾定律四十周年,年初以來舉辦一連串的活動。不過目前在夏威夷享受退休生活的摩爾本人倒是相當謙虛,表示此定律就算不是他發現,也可能由其他人歸納得知。而摩爾定律如此精確地預測半導體技術的發展,也是他始料未及的結果。摩爾一九六五年曾提出晶片中的電晶體每幾年就會倍增,一九七五年修正為每約十八至廿個月倍增。昨天摩爾堅稱,此定律在未來十至廿年間仍將適用,也沒有提出更新版本的打算。

至於摩爾定律未來的應用,摩爾表示,數位家庭趨勢的演進,將使消費者對電腦需求更多的記憶體容量、更好的中央處理器與繪圖處理器效能。另外,他也提到,希望電腦運算能力能藉由摩爾定律持續增加。例如電腦辨識語音資訊的能力仍須大幅加強,直到能夠立即分辨英文中two與too的差異,讓使用者能與電腦進行智慧性的對談。不過他表示這不知要何時才能落實。

至於外界持續以生產成本持續提高等議題挑戰摩爾定律,摩爾表示,本質來說,十至廿年後可能會出現根本上的限制,但在那之前,半導體業界仍可持續開發出密度更高、體積更大的晶片,持續延展晶片設計與系統使用者的能力。即使是在摩爾定律之後,他認為半導體業界仍可製造出更小、更高效能的晶片,人們也可以期待單一晶片中內含數十億個電晶體的時代來臨。

摩爾昨天也給年輕的半導體工程師建言。他表示,半導體已成為規模龐大的全球性產業,新的領域如生物科技等即使目前規模還不大,未來發展可期。一個工程師在一生中可能經歷三至四個重大的趨勢轉折,但基礎科學理論架構就是他面對這些轉折時候最好的依靠。

摩爾對今日英特爾的成功秘訣則表示,英特爾在創立初期便建立良好的基礎制度,在電腦中央處理器也取得相當優勢的產業地位,最後則是持續性地投資在研發與技術上,確保維持競爭優勢。對所有半導體公司而言,摩爾認為技術就是一切的根本。

至於摩爾的退休生活,他表示,雖已從英特爾退休,但仍參與董事會與一些組織活動,使得退休生活仍忙碌。他正考慮從相關活動中,完全引退。

Saturday, April 16, 2005

前瞻技術專家巴特:RFID讀取機 台灣切入有優勢

2005.04.16  工商時報

前瞻技術專家巴特:RFID讀取機 台灣切入有優勢

陳碧芬/台北報導

美國麻省理工學院前瞻技術專家巴特昨天表示,RFID被列為二十一世紀十大重要技術之一,必將廣泛應用在配送通路、庫存管理、消費商品等,台灣科技業切入最有優勢的項目,應該是在RFID讀取機(Reader),尤其是攜帶型、口袋型,易於發揮製造與成本控制的傳統能力,並結合後段應用系統整合,可望跟上全球的技術進步。

巴特(Piyush A. Patel)為美商 Kyra Infotech執行長,長期參與美國麻省理工學院實驗室的前瞻研究,與該公司技術長Praveen Limbachiya均為RFID專家。他們此行是應外貿協會暨台灣區體育用品工業同業公會的特別邀請,陪同世界體育用品聯合會(WFSGI)首席法律顧問謝衡(Jochen Schaefer)一起來台,於「2005年台北國際體育用品展」期間,以「如何將RFID(無線設頻辨識系統)技術有效運用於產品認證及供應鏈管理」為題發表演講。

謝衡指出,在WALMART等跨國型大賣場的帶領下,RFID的應用加速發酵,極可能大幅取代目前使用的條碼(Bar-code)資訊辨識系統,相關的整合應用更可運用在各行業的供應鏈及物流管理。他認為,最具潛力的RFID傳輸載具將會是手機和汽車,前者是一般消費者採買、逛街的好幫手,後者則可以大幅降低交通事故、提高運輸的品質。

巴特提出四項理由,說明RFID的未來潛力,其中以MIT研究團隊參與全球推動組織,最是讓他信心十足,「具公信力的單位,以開放碼的作法,也不收取智財授權,必定可以為RFID推波助瀾。」

全球RFID產業的發展現況,從供應鏈角度分析,主要可區分為RFID晶片、RFID設備與RFID系統三大領域。Praveen指出,無論政府部門或民間企業,都對RFID應用產品有所需求,而且也沒有任何國家會壟斷關鍵技術,主要還是靠各廠商的系統整合,因此台灣科技業者加快腳步切入,針目前價格仍偏高的讀取機部份,產品設計上以攜帶型為較佳,但在應用系統上應與大廠結合。

Sunday, April 10, 2005

南韓Ubiquitous Dream Hall 打造「無所不在」的生活

"南韓Ubiquitous Dream Hall 打造「無所不在」的生活

http://mag.udn.com/mag/dc/printpage.jsp?f_ART_ID=9242

‧資策會FIND 2005/03/29
韓國政府為推動「無所不在(Ubiquitous)」的實現,與韓國當地的資通訊業者合作,在漢城推出了Ubiquitous Dream Hall,讓韓國民眾可以一窺無所不在的夢想生活。
作者:張玉霜(FIND研究員)

在 歷經過去數年上網人口提升以及寬頻產業、技術與服務等層次的競爭後,資訊先進各國著眼於無線設備與技術的發展,紛紛提出如「無所不在 (ubiquitous)」這樣的二十一世紀資訊時代新口號。最早提出這項概念政策的,是日本政府於2004年3月所提、8月確認政策核心的「u- Japan(ubiquitous Japan)政策,希望以資訊技術創造安全、安心的無所不在社會;而同樣在資訊通訊發展方面居領先地位的韓國,在2004年的「IT 839 計畫」中,也提出將以八大服務、三項基礎建設、九項成長動力創造無所不在社會的政策。

韓國政府在其一系列的e化過程中,一直以成為全球電 信及IT建設產業的龍頭而努力,無論是政府與企業、企業與企業間的合作關係皆有相當多的成功案例;而當無所不在的IT技術被視為是成功站穩全球市場關鍵因 素的此時,政府與業者(如KT、三星電子、LG電子、SK Telecom、KTF、LG Telecom等企業)立即緊密合作,共同運用無所不在的資訊通訊應用技術,建置了一個示範應用環境:「Ubiquitous Dream Hall(無所不在的夢想會館)」。

Ubiquitous Dream Hall簡介

所謂的無所不在環境包含五個A,分 別是「任何時間(Any time)」、「任何地點(Any where)」、「任何設備(Any device)」、「任何服務(Any service)」以及「安全性(All Security)」。未來,透過有線與無線所建構而成的網絡,不管使用者是在任何一個工作環境中,都可以即時獲取所需的資訊與服務;同時,無所不在的電 腦與網路通訊環境也將讓奈米科技(Nanotechnology, NT)與生物科技(Biotechnology, BT)跟IT技術產生強大的連結。

圖:無所不在的構想
Example
(資料來源:韓國MIC 資料整理:ACI-FIND)

韓 國的Ubiquitous Dream Hall是以生活中各項可能的資訊通訊應用建置成一個生活環境,內有數位家庭中心(Village Hall-Digital Home)、社區中心(Village Hall-Neighborhood Facilities)、娛樂中心(Entertainment Hall)以及技術展示中心(Technical Show-room)。參觀者可在數位家庭中心以及社區中心裡,體驗在家庭、醫院的高速網絡以及學校、咖啡館和其他社區中心活動的數位生活;在技術展示館 裡,則可透過跨世代的產品讓參觀者體驗下一世代IT技術的發展;而娛樂中心中則是一個由虛擬的競賽遊戲、電腦遊戲、線上遊戲以及家庭戲院所共同組成的快樂 會館。

「無所不在」社會產業策略

針對「無所不在」的新世代,在Ubiquitous Dream Hall中提供了幾項未來可能發展的產品:

電子產業 (Electrical Industry)

隨 著個人電子資訊終端設備、網路流動性以及相關的需求不斷增加,未來勢必會發展出相關電子設備來取代現有電腦的強大功能,例如:目前智慧電子儀器 (Intelligent Electronic Device, IED)已經被廣泛運用於監控、防範及診斷上,這就是一種無所不在環境的實現。另外,無線設頻識別技術(RFID)由於具備家庭應用及電腦通訊等多重應用 功能,也逐漸成為建構無所不在環境的重要關鍵技術。

定位服務 (Location Based Service, LBS)

定 位服務主要是透過鑲嵌在行動電話中的晶片來掌握使用者所在的位置,以提供使用者所需的相關服務。這項服務傳遞方式區分為兩大類,主要是使用行動通訊站台, 或者是使用衛星的GPRS系統;服務內容則包括了定點追蹤服務、公共安全服務、定位資訊提供服務等。近來,韓國的行動通訊公司(SK Telecom、KTF以及 LG Telecom)試圖擴展其相關服務至汽車旅行、訂位內容以及行動黃頁等領域。

無所不在的健康照護(U Healthcare)

無 所不在的健康照護主要是透過一個置入在身體上的測量儀器來自動偵測生物的狀況與變化,並將變化資料傳輸至所在地的資料收集站中,之後再進一步將資訊傳遞至 研究中心的中央伺服器上,以便觀測數據。未來,倘若這項醫學實驗能夠成功,將會改變現在人們的就醫習慣,病人未來可以不用到定點的醫院,而是在家就醫;醫 療體系至此得以邁入無所不在的健康照護世代。

智慧輪胎 (Smart Tire)

智慧輪胎是透過安裝在輪胎橡膠中的感應 器來提醒駕駛人輪胎的安全性,而當中的核心技術其實就是胎壓監測系統(Tire Pressure Monitoring System, TPMS)。透過鑲嵌在四個輪胎內的無線傳輸器及壓力與溫度感應器來紀錄輪胎行駛中的狀態,藉由偵測胎壓的變化來提醒駕駛人,輪胎可能出現破裂的情形,或 者根據路況來自動調整胎型,並在可能發生意外時對駕駛人發出警訊。

智慧展示器 (Smart Display)

所謂智慧 展示器就是一個內建無線網路的觸控式螢幕,透過無線網路來接收或傳遞伺服器上的相關資訊,讓使用者可以選擇在任何時間任何地點來獲取訊息。例如,以家裡的 電腦螢幕監控家中其他電器的狀況,形成一個完善的家庭電器監控網路。同樣地,也可以將這項技術應用在辦公環境中,讓員工可以透過無線上網方式來進行工作或 列印動作。

實體特徵識別計畫 (UFID Project)

實體特徵識別(Unique Feature Identifier, UFID)是將如建築物、文化資產、道路、橋樑、河流、港岸以及其他人工或自然的結構等各種社會資源進行認證的機制。以社會資源建構專屬ID收集相關建築 資料,建置一個社會資源資料庫,發展出整合管理社會資源的機制;此外,更進一步,希望能夠透過相關資訊的資料庫建立,減少未來在類似建設上重複成本的付 出。

FM無線電基礎的資料傳送 (FM Radio-based data broadcast)

過去,FM調頻被普遍 應用於收音機的廣播上,不過為了避免各個調頻間的相互干擾,常常導致過多頻帶被浪費,因此微軟利用這些多餘的頻帶進行 12Kbps資料的轉換,此稱做智慧型隨身物件技術(Smart Personal Object Technology, SPOT)。 SPOT可提供如新聞、氣象、交通、股票以及其他個人資訊等即時的資訊傳輸。

公車管理系統計畫 (BMS Project)

公 車管理系統(Bus Management System, BMS)是在無所不在的環境下透過GPRS或者是無線的收發器來追蹤公車的即時資訊,如現在位置、狀況、車子派遣狀況以及抵達時間等。透過公車管理系統以 及相關的系統式管理系統,來掌握公車調度的實況,可改善交通問題。目前,韓國的漢城已經開始實施相關應用。

家庭網路 (Home Networking)

電腦晶片越來越小,可加以應用的功能性就越強,此加快了數位聚合家庭網路的發展以及加速數位家庭生活的實現。當家庭、交通、社會以及電子商務的相關資訊都將可以在家庭聚合網路中呈現時,即可以創造出一個應用連結人性化智慧與科技介面的高優質生活。

新世代網絡計畫 (Next Generation Network Project)

韓 國政府在新世代網路(Next Generation Network, NGN)計畫中提到,希望創造一個結合PSTN、internet、ATM、FR、專用網路、無線網路等溝通網絡的新生活,以語音與資料組合來提供各式各 樣、多元化的多媒體服務;同時,其他國內外的企業也都預計在2010年建立一個NGN環境,讓使用者可以使用任何終端設備來連結高速網路,實現真正的數位 夢想生活。

智慧服飾 (Smart Wear)

智慧服飾是另一個資訊新時代的創新應用,例如可以穿在身上的電腦、智慧纖 維以及智慧時尚等,智慧型的服飾讓使用者藉著身上的服飾即可連結到網路上,並不受限於時間、地點以及特定的電腦設備。因此韓國認為,21世紀科技時尚將會 是IT、NT、BT以及ET等產業再創高峰的重要領域,並預計將會為紡織及時尚產業帶來新的轉變。

結論

從韓國的 Ubiquitous Dream Hall中可以發現,韓國政府對於未來的環境規劃構想已成雛形,並且追求不斷的創新;此外,韓國政府同時也大力推動相關的產業與基礎建設,清清楚楚地展現 將韓國帶上全球資訊通訊發展領先國家的雄心,而Ubiquitous Dream Hall的呈現,更是表現出政府企圖將無所不在生活推入國民生活環境的細膩之處。

【本文轉載自:資策會FIND網站「趨勢導航」單元】

未來科技大勢:極簡的科技與消失的電腦

未來科技大勢:極簡的科技與消失的電腦
‧數位時代雙週 2005/03/15
電腦是二十世紀最具特色的科技,而未來的科技將會是如何?這問號不僅全世界科技公司全力研究,也是著名的美國麻省理工學院媒體實驗室(Media Lab)金頭腦們探究的中心議題。
作者:鄧兆旻

一個月前,跟一個念博士班的朋友一起吃飯,他花了近四十分鐘跟我炫耀他最新買的PDA (個人數位助理),功能多到講不完。我對於許多他所展現的功能確實是相當驚奇,不過他最後提到的一個問題,卻更有意義:「蘋果電腦的iPod一台要三百美元,只能聽音樂。我這台最新型的PDA只要二五○美元,什麼都能做,真不知道為什麼有人要去買iPod?」

朋友所說的確實沒錯。「聽音樂」這個功能,在那本厚達兩百頁的PDA使用說明書裡面,大概只佔了四頁篇幅;從最簡單的「幫媽媽算這個月還剩下多少銀兩可以買保養品」,到「編輯家裡的拉布拉多跟波斯貓調情的影片」,到「做跟大老闆們簡報的投影片」,功能目不暇給。所以究竟為什麼單一功能的 iPod隨身聽能夠如此大賣,而新力(Sony)卻決定停下它那著名的Cleo PDA生產線呢?

從一個「互動設計」(Interaction Design)研究者的角度來看,整件事情的關鍵,其實在於:「簡約」(Simplicity),已經成為當代人們面對資訊科技的基本態度與思考。

科技極簡主義--現在的個人電腦就像一把瑞士刀,如此複雜,也如此讓人感到難以親近

願意讀厚厚說明手冊的電子產品愛好者,畢竟只是人口中的少數。數位隨身聽沒有其它功能,你只能用它來聽音樂,但是也正因為其簡單,所以接受度大大提高。使用者對這項產品的期待,只會停留在「聽音樂」的功能上;使用者對產品的感知能力(cognitive perception),也是侷限在「這是一台聽音樂的機器」上,因此不會被過多的功能給淹沒,而造成購買上的疑慮。

資訊科技的「極簡主義」,無論從產業界或是學界的角度來看,都已經正式成為主流。「When less is more(當少,變成多)」,應該是資訊電子相關產業與學界的工作者,都應該反覆思考咀嚼的一句箴言。

使用新定義:找出瑞士刀與菜刀之間的差異

從使用者的角度來看,這樣的現象我們可以用一組對比來解釋:一台PDA,可以比喻成一隻瑞士刀;而一台MP3隨身聽,則可以比喻成一隻廚房裡的切菜刀。雖然瑞士刀的功能百百種,可是如果你要廚師用瑞士刀來切菜,恐怕只會換來一對白眼。我們現在的個人電腦就是被設計成瑞士刀,要一台電腦可以做所有的事情,從「打報告」到「看電視」,從「查天氣」到「上網交友」,從「算成績」到「畫海報」……,正是這樣的設計模式,造成電腦如此複雜,也如此讓人感到難以親近。

當今的個人電腦互動模式,並不適合所有的人來「無痛苦」操作,就好像瑞士刀上的刀,不可能適合所有跟「刀」有關係的工作是一樣的。無論軟體的「使用者介面」如何設計,都很難讓用家可以輕鬆的完成「他想要完成的任務」。如果我們回到PDA跟iPod的例子上來看,PDA在播放音樂上的功能,可能跟iPod沒有兩樣,可是在使用者介面上的設計,就必須利用既有的按鈕和手寫筆,來複雜地完成播放音樂的功能,而不能像iPod那樣可以有一個特製好用的轉輪,或是專門設計給選擇音樂的按鍵來讓使用者使用--這時你不難感受:「Simplicity」,才是人機介面互動的真諦。

除了介面設計上簡單易懂之外,功能不在多,在精。在設計未來消費電子產品的路線上,「菜刀模式」比「瑞士刀模式」,更能夠讓產品深入到跨客層的市場。如果以為提供超多功能在同一台電腦或是PDA,能夠增加產品對多種客層的吸引力,其實是無視使用者對「過多功能」所產生的本能抗拒。

如果把時間軸拉長至十年以上,我認為:能否將「資訊科技的極簡主義」深化在思考之中,會成為產品是否能真正觸動人心的最重點之一。

應用新趨勢:當電腦無所不在會帶來災難?

隨著軟、硬體技術的發展以及科技大廠半利誘、半強迫的推銷,我們未來的生活環境裡,將會充斥著不輸給現在桌上型電腦能力的「嵌入式系統」的電腦。以後大家手上的馬克杯,腳上穿的鞋子,檯燈,原子筆,大門,冰箱等等都會有電腦在其中--我們現在必須開始思考如何讓這樣的趨勢,不會變成另一個複雜的災難!

如果說現在連要透過無線網路,把家裡兩台電腦連結到網際網路,都已不是一個簡單的工作了,讓我們想像一下許多科技大公司所提倡的所謂「未來智慧家庭」的畫面:你家的電視、冰箱、微波爐、餐桌、檯燈、衣櫃、盤子、咖啡機、床……通通都透過無線網路連在一起,當床感應到你起床了,就通知咖啡機煮咖啡,冰箱裡面牛奶沒了,就顯示一個畫面在電視上提醒你--這些美好遠景,真的是我們想要的,真的是能讓我們的未來生活,更加輕鬆寫意的資訊科技嗎?如果你冰箱裡的電腦當機,結果忘記通知你上禮拜買的豬肉壞掉了,或是你馬克杯上的電腦「提醒你這杯咖啡很燙」的這個功能壞掉了,那會是什麼樣的情形?現在我們對付一台電腦就已經動不動搥鍵盤、摔滑鼠了,將來我們要對付上百個遍佈家中的電腦,我們會不會被這些東西搞的想燒掉我們的未來冰箱,或是踹爛你家的夢幻衣櫥呢?

如果資訊電腦產業仍然不能認知到把使用者對於科技的極簡要求,放在設計思考的最上端,我們可以想像類似BMW新7系列的iDrive 「設計災難」,恐怕會一再地發生,直到使用者受夠了為止。

消失的電腦--所謂「消失」,其實是因為工具的絕佳設計,而讓使用者在互動的過程中,不會感覺到它的存在。

在全球互動設計跟人機介面領域裡,最重要的一個研究機構,就是美國矽谷的全錄帕克(Xerox PARC)實驗室。這個實驗室做出了世界上第一台個人電腦(Personal Computer)雛形,發明且設計出所謂的「桌面」(desktop)的使用「隱喻」(metaphor)。三十年來,已經有數以億計的電腦以這樣的使用比喻,呈現在我們的生活周遭。但是就在一九九一年九月,全錄帕克實驗室的科學家懷瑟(Mark Weiser)在《科學美國人》雜誌上提出一篇重要的文章「二十一世紀的電腦」(The Computer for 21th Century)。

在這篇文章中,懷瑟直接了當地說明:持續三十多年的個人電腦的互動模式將會成為過去,而他所提倡的「遍及式運算」(Ubiquitous Computing)會將之取代。通篇文章最重要的觀念,就是開頭的那兩句話:

「影響最深刻的科技,是那些最終以『消失』的型態存在的科技。這些科技慢慢的深化在我們的生活中,一直到變成生活的一部份,進而消失。」

設計新思維:使用時完全感受不到工具存在

懷瑟的願景,基本上是認為將來所謂的「電腦」,會出現在各式各樣的實體物件當中,以一種「消失」的存在方式,與人類的生活緊密結合在一起。但是我們上段提到的所謂「未來智慧型家庭」的畫面:電腦嵌入在實體物件中,而且通通透過無線網路連在一起,並不是他所想要強調的重點。

懷瑟「遍及式運算」內涵的真正精神,是他揭示了一個全新的科技互動設計上的觀念。他認為資訊科技以及電腦的存在,應該以使用者角度來出發,深入分析每一項使用者進行的活動(諸如插花,畫畫,查字典,打電話,掃地等等),並且研究、設計相對應的「特製化」的實體工具(physical tools),來幫助使用者達成他的任務。

這樣的工具,無論是軟體或是硬體,必須設計到讓使用者可以在使用的過程中,完全沒有意識到這些工具的存在,從而使用者能真正專心在需要注意力的活動上。要達到這樣的目的,像個人電腦或是PDA這樣的「統包」式(generalized)的工具,是無法提供的。就好像PDA雖也可以播音樂,但是在播音樂這件工作上,不可能設計到讓整個使用者的「互動經驗」,得以跟專門播放音樂的iPod一樣的順暢。

這樣的設計理念,代表了所有跟使用者要進行之工作「無關的」功能,都應該全部剔除。「互動介面」設計師應該要專注在該項設計所要支援的任務上(例如,杯子能偵測並顯示液體的溫度),而不應該去設計跟任務不相關的功能(例如,杯子能顯示一週天氣等等),進而簡化系統架構,而達到真正的「簡約」設計目的。

從研究的角度來看,要怎麼讓這些工具真正能夠深入到人的生活之中,而且讓人在互動的過程中忘記電腦的存在,是最具有挑戰性的地方。

互動新模式:盡可能做到簡單又好用

所謂「消失」,其實是因為工具的絕佳設計,而讓工具本身完全地整合(fit in)到工作執行的動作裡,讓使用者在互動的過程中,不會感覺到工具的存在。就好像我們用筆寫字,除非筆斷掉或是沒有墨水了,我們才會將我們互動的注意力轉移到筆本身。在寫字的過程中,我們不會去意識到筆的存在,而是一直專心於寫出好文章以及深刻意義上。這便是德國哲學家海德格(Martin Heidegger)所謂的「ready-to-hand」,也就是我們中文裡所說的「就手」。

雖然說我們都知道要把互動介面設計得愈簡單愈好,但同時又要能達到支援某項工作的目的,也是種兩難;因此,如何找到最佳的簡約模式,成了身為「互動設計/工業設計」者的最大挑戰。愛因斯坦所說的:「把所有東西,盡可能的做到最簡單,但是不能過於簡單,」將成為未來資訊科技極簡主義所追求的聖杯(holy grail)。

無論是資訊電子產業公司的高階主管們,或是工業設計、平面設計、互動設計師們,現在應該是--重新由使用者角度出發,再思考究竟應該提供給使用者何種產品與功能的時候了。能夠從「Simplicity」出發,設計出來的產品不止對使用者會是真正好用、就手;對公司來說,也會馬上簡化相關的開發流程與執行細節,可以說是雙贏的方向。

對於任何一個對思考未來科技的面貌有興趣的人,當思考在接下來五十年資訊電子科技該是怎麼樣發展的時候,除了天天接受各大廠的願景廣告裡轟炸外,我們應該有另一條思考的方向,就是如何把「極簡主義」帶到人與機器的互動上,讓機器與電腦能夠真正的「消失」在我們的生活之中,就好像我們用電只要插插頭,不用去扭開發電機,要用吸塵器只要開開關,不用去轉馬達一樣,「電」跟「馬達」已經成功的消失在我們生活中了,而電腦消失在我們的生活之中的日子,什麼時候會到來呢?讓我們一起創造與期待吧……。

★案例:

忘了極簡的設計災難——BMW的iDrive

BMW二○○三年推出的「新7」系列的車系中,重新設計了一套稱之為「iDrive」的電腦輔助駕車系統,從排檔桿到儀表板等等整套重新設計,提供的功能大概有七、八百種,連BMW公司自己的主管,都說不清楚到底有多少功能,BMW有著頂尖的工程師與設計師,似乎他們把「新7」當成「太空戰艦」來設計。

美國《Car and Driver》(人車誌)稱這台「新7」為,「一個瘋狂的嘗試,過份使用電腦晶片想取代直覺式的駕駛……,我們的資深編輯花了十分鐘,才把車子成功發動!」BMW這個例子是最近所發生的相當標準的「未來災難」的代表。工程師與設計師竭盡所能把數不盡的功能作進去,還為了控制這些功能,設計了一個所謂的 iDrive 控制系統,卻忘記了開車的駕駛不想玩電動,不想當艦長,只想上車的時候,可以讓四個輪子轉啊轉地,把自己送到目的地就好。很明顯的,「Simplicity」在這BMW企業裡,並沒有被放在最頂層來思考。

「音樂瓶」--讓科技消失的產品

麻省理工學院媒體實驗室教授石井裕,為他遠在日本的母親設計了一款「氣象報測」器,但--為什麼,會是一個瓶子呢?

全錄帕克實驗室科學家懷瑟雖然已在一九九九年七月過世,但是他的理念已經在美國「人機介面」研究圈內,拓展並傳承了下來。在麻省理工學院的媒體實驗室,由石井裕(Hiroshi Ishii)教授所帶領的「Tangible Media」(可觸摸的媒體)研究小組所做的許多研究專案,便是受到懷瑟的啟發。

在一九九九年計算機協會(ACM) 舉辦的世界最頂級電腦圖學會議(SIGGRAPH)上,「Tangible Media」小組發表的「音樂瓶」(Music Bottle)便是其中一個非常漂亮的例子。圖中的瓶子是設計給石井教授在日本的母親使用。當她把瓶子的瓶蓋打開的時候,瓶子會根據在美國波士頓當地的天氣的不同,而播放不同的音樂,進而藉由音樂就可得知波士頓當時的天氣。同樣地,石井教授也可以在美國透過打開瓶蓋,而得知他的母親在日本的天氣如何。

我們可以從很多層面,來看這個設計的獨到之處:

首先,這是一個非常漂亮、化繁為簡的使用者介面設計。讓我們想像一下現在使用電腦查詢天氣的方式:打開電腦,開啟作業系統,輸入密碼,找到瀏覽器並且執行程式,輸入可以查詢天氣的網站,再想辦法選到美國波士頓劍橋地區,進而得知當地天氣。這樣的互動經驗,與打開瓶蓋「聽到鳥叫聲就是天氣晴,聽到下雨聲就是下雨」,兩者比較起來,哪一個對石井教授母親,會是比較好用易學呢?而對要教會他母親使用的石井教授而言,那一個比較容易教會?也是很明顯的了。

如果我們深入一點去探究,這個介面之所以好用,是因為它利用了人類對「瓶子」這樣的物品,已經有了既定的人物互動模式:「打開瓶蓋à得到內容」(如果是香水瓶的話,那內容就是香味跟香水)。因此對使用者來說,「看到瓶子à打開蓋子à得到內容」(在這個例子下,是天氣的資訊),是完全符合人類使用這個工具的預期和習慣的。也因此使用者可以輕易學習與瞭解,因為這個介面所利用的比喻「瓶子」,是我們所熟知的。使用者不需要為了得到天氣資訊,而特別去學習「如何開瓶蓋」這件事情。但是如果是要透過現在的網頁得到資訊,就必須學會「開機」、「瀏覽器」、「漫遊」等等的「不尋常」工具了。

此外,因為只要設計給使用者來得到天氣資訊,所以才有出簡單的介面讓使用者使用(打開瓶蓋à聽聲音)。如果這個瓶子又要能算試算表還要能播電影,那瓶子的介面將會變的非常複雜、難用,而瓶子內部為了支援這些無用功能的軟硬體,也會使整個架構變得十分複雜。

最後,我們從「音樂瓶」的例子中可以想像,這樣的工具可以很輕易地「消失」在我們的意識當中,達到懷瑟所謂「以『消失』的狀態,存在於生活當中」的科技。如果你想要得到天氣的資訊,只要簡單的把瓶蓋打開,而不需要把所有的精神都放在把電腦打開,開啟瀏覽器、瀏覽網頁這些事上面。這個「天氣香水瓶」可以深入地整合在我們的日常生活之中,而不是像桌上的那台電腦一樣,很突兀地入侵到我們所熟習的世界裡。

Monday, April 04, 2005

Business 2.0 - Magazine Article - Printable Version - What's Next for Apple?

What's Next for Apple?
Steve Jobs won't ever tell you -- but we will. Here's what a trail of intriguing evidence reveals about where the world's hottest company is going.
By Paul Sloan, Paul Kaihla, April 2005 Issue

Steve Jobs was rocking back and forth in his chair at the head of his conference room table -- and venting. It was January 2002, and the target of his ire was the music business. The industry was reeling from Internet piracy and, as Jobs saw it, doing nothing about it. Even Jobs himself, a man accustomed to commanding people's attention, had been largely ignored by music execs. Jobs railed to his audience, a few Apple (AAPL) lieutenants and Paul Vidich, then a senior exec at Warner Music, about the industry's total lack of imagination. "Until now," Jobs said, "I've never had a living, breathing music executive come to Apple."

Vidich sat quietly.

"Why is it," Jobs continued, "that the people who run the music industry just don't get it?"

Vidich could have taken this the way Jobs certainly meant it -- as an insult. But as Vidich listened, he couldn't help thinking that he agreed. Finally, he spoke up.

"Steve," he said, "that's why we're here. We need some help."

Photoessay: Apple Gear We Hope to See

It's amazing to consider what has happened since that encounter at Apple's headquarters in Cupertino, Calif. In three years Apple has utterly changed the way people listen to music, and Jobs has become the hero of the very people he was lambasting. Top acts are eager to sell their music via the iTunes music store. The iPod music player has become totemic; it's selling at a rate of about 40 per minute. White buds sprout from so many ears that a sudden human evolutionary adaptation seems to have taken place.

Apple's lead in digital music is growing even as an army of corporate powerhouses -- Dell (DELL), Microsoft (MSFT), Samsung, and Sony (SNE) among them -- spends hundreds of millions of dollars to grab a slice of the business. And the financial transformation driven by Apple's storming of the music stage has been profound: On its knees when Jobs retook control in 1997, Apple is coming off a year in which revenue rose 33 percent and profits quadrupled. Its stock, not surprisingly, has been on a tear, up more than sixfold in the past two years and now hovering around $42 a share.

Moving to the Beat
Apple dominates the market for digital-music players, which is set to grow another 44 percent this year. The iPod should generate as much revenue as the Mac by 2006.
Note: Market share as of January 2005 for hard-drive-based players. Apple share includes iPods sold by HP. Source: NPD Group
*Projected. Note: For all portable MP3 players. Source: IDC
*Projected. Note: Fiscal year ends in September. Mac and iPod revenues include related accessories, software, and downloads. Sources: Apple; Needham & Co.
So, Mr. Jobs, what do you do for an encore?

It has become a parlor game in some quarters to try to divine where Apple is going and how it intends to get there -- and not just at the dozens of blogs that traffic in Apple rumors. Recently, Microsoft quietly hired a former Apple design executive whose mission is to help Bill Gates's baby behave more like Steve Jobs's. Apple doesn't make the game easy; Jobs is famously secretive and detests leaks -- just ask the kid from Harvard whom Apple recently sued after he posted details of the Mac Mini before the stripped-down computer was unveiled at Macworld (see "The Secrecy of Success"). But there are ways to draw a bead on what's brewing in Jobs's fantasy factory. And we're here to tell you, it goes way beyond what he has discussed at Macworld.

Jobs wouldn't talk to Business 2.0, but in various public forums, he has stressed how the $499 Mac Mini, the low-cost iPod Shuffle, and an advanced operating system called Tiger, due out this spring, are meant to build on the digital-music momentum. In truth, they are but the tip of a very long spear. Discussions with past and present company officials, Apple partners, and longtime acquaintances of Jobs, as well as clues in patent applications and other evidence, point to a gargantuan effort to leverage the iPod's success by creating an entire line of breakout consumer electronics devices. Dozens of gadgets -- from an iPod phone to wireless iPods that talk to one another to the ultimate all-in-one home-cum-car media hub -- appear to be on the drawing board or, in some cases, already in prototype.

Most of what Apple's engineers are fiddling with won't make it out of the lab, of course. Jobs himself will determine what does. Though he has ceded some control to trusted aides as he has matured as a manager, he still makes the final call on products. And how he chooses in coming months will have an immense impact on technology, on entertainment, on the culture, and, of course, on Apple. For the first time in more than a decade, Apple has a chance to become a commercially powerful company -- not just a very cool place with a superstar CEO and brilliant designers, but a leader in new markets that are exponentially bigger than the very computer industry it pioneered.

It's not a done deal by any means. Apple has a history of blowing huge leads, starting in the personal computer market, where its market share is down to 2 percent. But should Jobs pull it off, he'll add glittering new layers to an already rich legacy. "If Steve plays this right," says Mike Homer, who was a top Apple exec in the late '80s and is now a Silicon Valley entrepreneur, "this could be the greatest turnaround in corporate history."

Everybody knows that the iPod is a sensation, but it takes a close look at the numbers to fully grasp the dimensions of its success. The iPod ranks as one of the greatest consumer electronics scores of all time -- and may stand as the ultimate champ before all is said and done. Apple has sold 10 million iPods; Sony's Walkman sold roughly 3 million units in its comparable first three years. There's anecdotal evidence, at least, that the iPod's momentum hasn't ebbed since its record Christmas sales; in New York, San Francisco, and other cities, demand is so intense that it's been difficult to find the iPod Shuffle, even at Apple's retail stores. And iTunes, the company's online music warehouse, is rocking: Some 300 million songs have been downloaded from it. Both iPod and the iTunes store command more than 65 percent of their respective markets.

Some of the ways in which Jobs will leverage the iPod's success are not particularly sexy, but they're potentially lucrative. For instance, Apple will continue to chase the money in fairly basic iPods -- and there are big bucks still to be made in that market. The portable digital-music player is in its infancy. Charlie Wolf, an analyst with Needham & Co., projects that by 2010 there'll be 500 million portable players in circulation, about one for every 15 people on the planet. Apple's share will almost inevitably slip as competition mounts, but the vastness of the market will mean many more billions of dollars in sales for the company.

Nor should the iTunes store be counted out as a moneymaker. Jobs has said the store is mainly a way to drive sales of the far more profitable iPod. But Wolf says iTunes generated almost $200 million in sales last year, and Apple, without breaking out numbers, said the store recently turned a profit. The margins are small -- but the potential for growth is huge.

iTunes is selling roughly 9.6 million songs a week, and Apple is rapidly expanding its reach. The company recently launched iTunes stores in Europe and Canada, adding 190 million potential customers. It plans to roll out iTunes in Japan this year. Wolf calculates that iTunes could bring in annual revenue of $2 billion within the next few years. "This will be a big boost to Apple," Wolf says.

The sizzle is in what Apple comes up with to turbocharge the iPod -- or to create entirely new devices so irresistible that, iPod-like, they'll blast open vast new markets. Analyzing that requires some speculation, of course. But here's what a raft of evidence -- both concrete and circumstantial -- suggests is coming down the Apple pipeline, and how likely it is to survive Jobs's brutal product-winnowing process.

Wireless iPod
Likelihood: Virtually certain


If there's anything close to a dead-bang sure bet on what Apple will do next, it's a wireless iPod. The company has been hiring wireless engineers to work on the iPod, according to job postings on its website. And an Apple patent application published in November covers a "hand-held media player" with a wide range of wireless capabilities. Tony Fadell, the original iPod team leader, is listed as one of the inventors, and a person familiar with Apple's patent process says that, in this case, the phrase "media player" mainly refers to the iPod.

A wireless iPod would offer several sweet advantages. It could use Bluetooth to sync with your computer without a docking station. With Wi-Fi, you could tap into the iTunes store from a public network -- at a Starbucks (SBUX), for instance, or in a hotel lobby.

"Apple still has huge opportunities to broaden the capabilities of the iPod," says Roger McNamee, a prominent Silicon Valley venture capitalist and longtime Apple watcher. "Wi-Fi is a huge secret weapon."

A wireless iPod also could provide rich new opportunities for Apple to sell music. By teaming with local radio stations, for instance, iTunes could sell you a group of songs you heard on the drive to work and wanted to hear again. The songs would be beamed directly to your iPod before you even made it to your cubicle. Bandwidth is still an issue, as is the strain that wireless capability would put on the battery. Moreover, you'd need to be able to enter a password on the iPod, and right now the only way to enter information on your iPod is through a computer.

The patent filing also suggests capabilities beyond tapping into a network. For example, it covers a method for one handheld player to send content "wirelessly to the selected remote recipients." In other words, one iPod could play music from another. Even more intriguing is that the device could extend well beyond music, even browsing and receiving content from videocameras or game players. Several Apple watchers say a wireless iPod is likely no more than a year away.

vPod
Likelihood: 75 percent


Since the iPod debuted, Jobs has been fending off questions about when he'll come out with an iPod that plays video. Some iPods already can display photos, and Apple just announced one that, using a cable, retrieves pictures directly from a camera. But Jobs has repeatedly argued that video doesn't make sense on a portable device.

Still, there's powerful, almost inevitable logic to adding some sort of video capability to the iPod, or an iPod-like portable device. It wouldn't be Hollywood movies, at least not initially. Far more likely would be the ability to carry home movies -- made with your iMovie software, of course -- on your iPod, so you could plug it into a screen and show your flicks to friends. Commercial content is also possible, perhaps in the form of sports clips or music videos. The iTunes store now offers some music videos for free viewing on a computer, and Apple has left the video possibility open. In April 2004 it applied for a patent that covers a graphical user interface for iTunes, pointing out that it could use the system to sell "audio, video, or image data." One former Apple executive says, "This is a direction Jobs has to pursue."

Jobs has made fun of the Portable Media Center, a handheld device made by Creative Technology and other companies that runs on Microsoft software, arguing that it is cumbersome and short on content. He drew laughs in October when he projected a picture of a PMC on a San Jose movie theater screen and then superimposed a photo of the far-smaller iPod. But bulkiness was the same complaint he had with music players in the pre-iPod era. Sony's new PlayStation Portable is sleek and beautifully handles video, not to mention songs, and Apple insiders say Jobs is closely watching how that device fares. "Eventually," longtime Apple analyst Rob Enderle of Enderle Group predicts, "Apple will add video, even TiVo-like capability, to the iPod." Apple co-founder Steve Wozniak, who remains a Jobs confidant and sounding board, believes that the only reason Apple hasn't done video is "they haven't found the right product yet -- and Jobs isn't willing to make a mediocre product."

Eventually, though, such a device could lead to a natural marriage with Hollywood, which is desperately trying to figure out how to cope with Internet piracy. One top movie studio executive sees Jobs's public dismissal of portable video devices as a "disinformation campaign" to buy time until Apple has a product Jobs loves. That could be years away. Still, Apple's QuickTime website is already Hollywood's favorite for putting trailers online. Movie executives also have urged Jobs to come up with encryption software for video. Most telling, the studio exec says, is that Apple headhunters have been trying to raid his employees for Apple's nascent digital-video team. And let's not forget that while Jobs had few contacts with top music execs when he started putting together the iTunes store, his other day job is as CEO of Pixar.

iHome
Likelihood: 70 percent


The race is on to create the one magical device that powers all your digital home entertainment. Microsoft has been promoting its Media Center PC, which functions as a hub to a TV screen -- playing and recording TV, letting users manage music and photos, and working as a regular computer controlled by either a remote or a wireless keyboard. Other companies, such as Hewlett-Packard (HPQ), are pushing Microsoft-powered devices that look like large stereo-rack components. Yet, in the roughly two years these machines have been on the market, only 1.4 million have sold.

One concern among consumers is that these gadgets, in the end, are still just computers, which raises fears that endless reboots will replace constant reruns as the bane of TV watchers. Apple's angle of attack on the living room is measured but shrewd. And its aim isn't to put a computer there so people can, say, browse the Web. With its AirPort Express, a tiny device that plugs into an electrical outlet and wirelessly connects computers, Apple users can beam music from their computers to their stereos -- and this appears to be the first step in an Apple campaign to make household devices seamlessly speak to one another. "What's clearly emerging from Jobs is a vision of the home network that is an entertainment network," says former Apple exec Homer, who has also worked at Netscape and his own startups. "And the next place that's going to go is into the stereo rack -- a sort of stereo-rack version of an iPod."

Homer expects Apple to come out with a device (Apple certainly wouldn't call it a computer) that sits in the living room and works wirelessly not only with your music but also with your photos, movies, and TV. This product would let you tap into your music collection from anywhere in the house -- not just at your computer -- and play your tunes on remote speakers. The computer would still be the hub for all your entertainment, but the user would barely realize that -- and it would work with Windows or Mac. Plenty of companies are trying to do this with home networks, but it's an area ripe for Apple's trademark plug-and-play simplicity. "The ideal product would be an appliance that Apple positions as a digital hub," Enderle says.

Rumors have surfaced that Apple is interested in acquiring TiVo, but analysts give them little credence. Apple is more likely to make its own device, they say, than to buy a company saddled with fierce competition and falling prices. Moreover, Jobs has complained about the TV business because cable companies have so much power. Perhaps just as important, Jobs himself has said commercial television is a wasteland. Nonetheless, Enderle believes that by 2007 Apple will unveil a digital hub. "If they execute in this area as well as they have with the iPod," he says, "they could own this segment as well."

iPod on Wheels
Likelihood: 60 percent


The digital hub vision isn't restricted to the home. The car has become a key battleground for Apple to spread its digital content format, potentially locking in millions of customers. A number of automakers -- Mercedes-Benz, Nissan (NSANY), and Volvo among them -- are rolling out models that have adapters for iPods. A driver controls the iPod using the buttons on the steering wheel, and the content is displayed on the car stereo panel. Microsoft also is working aggressively to capture the car market, but for now Apple is clearly ahead. "Every car company customer we have -- Honda (HMC), Chrysler, Dodge, Ford (F) -- has asked us when we can integrate the iPod for them," says Stephen Witt, head of marketing for car stereo maker Alpine USA, an Apple partner. "The other car companies are knocking on our doors."

Some have a far grander digital vision for the car. Eventually, the thinking goes, the iPod will morph into what George Peterson, president of research firm AutoPacific, calls a super PDA, or a super iPod. It would wirelessly communicate with the car, providing an iPod-like interface on the dashboard that handles not only music but also addresses, calendar information, and even a navigational system. The device would never have to leave your shoulder bag. "This is the holy grail," Peterson says. Other companies are working on such devices, he says, but the auto industry is eager to tap into consumers' love affair with the iPod. He expects the Apple-enabled holy grail to be on the road by the middle of 2006.

iPhone
Likelihood: 50 percent


Apple fans -- and a fair number of nonfans -- lust for some sort of Apple phone. The infuriating design and general clunkiness of most mobile phones today cry out for the Apple touch. Jobs has teamed up with Motorola (MOT) to make a phone that will let users play a handful of songs downloaded from iTunes. But this could be just a prelude to Apple's entrance into the phone market. With Motorola, Apple has already helped build a prototype of a combination phone/iPod that resembles the iPod in look and feel, according to someone familiar with it.

An Apple phone's functions could be accessed hassle-free with the iPod's scroll wheel, and the numbers could work with a slide-out keyboard or a simple touchpad system on the screen. It seems certain that Apple could vastly improve on current phones' finger-snarling methods of retrieving contacts, calendars, and music. "Cell phones make you jump through so many layers," says Robert Brunner, Apple's lead designer from 1989 to 1996 and now a partner at design firm Pentagram, whose team came up with the product images that accompany this story. "The whole scroll wheel and menu system works really well on a phone."

Like iPods, cell phones have become fashion accessories, with high-end units such as Motorola's $450 Razr selling well. An Apple-designed phone/iPod would almost certainly take the high-style crown. Wozniak suspects that Apple's phone/iPod prototypes so far just aren't good enough for Jobs. "Other companies would flood the market with iPod spinoff devices," he says, "but Steve is actually very patient and cautious."

As appealing as the idea is, there's a big barrier to Apple's making a cell phone or phone/iPod combination without a partner. Jobs would need to collaborate with the wireless carriers. Carriers often place demands on phone makers, even insisting on certain functions, and Jobs, ever the control freak, would never put up with that. Yet as beefier phones hit the market -- Samsung is set this year to roll out the first cell phone with an internal hard drive, making it far better than current phones for storing music -- Apple could feel pressure to strike back.

No matter what bursts forth from Apple's labs, Jobs already has achieved something that many observers thought would never happen: He has freed Apple from the PC ghetto in which it had been ensnared for more than two decades. At 50, and despite a recent battle with pancreatic cancer, Jobs is at the top of his game. Throughout the life of the iPod, he has made one canny move after another.

For instance, there's the story of how Jobs managed to corner the global market on the tiny, 1.8-inch hard drives made by Toshiba that enabled the iPod to hold thousands of songs. While it's been widely noted that the deal bought Apple months of open-field running in the portable player market, the full impact on competitors still isn't well understood. Creative, an early maker of MP3 players, had been working on a hard-drive-based player for about a year and was on the verge of a deal with Toshiba for the same drives -- until Jobs swooped in and struck his exclusive pact. Creative founder and CEO Sim Wong Hoo still seethes. "We had a very sexy player," he says, waving his hands in frustration, "but we couldn't ship it." Creative scrapped the model and later developed its Zen line, which debuted in November. It has sold reasonably well, and Creative is aggressively chasing the iPod with a big-bucks marketing campaign. But Zen sales remain a very distant second to the iPod's.

If Jobs can pull off similarly inspired gambits with his coming rounds of product decisions, many experts believe that Apple's influence in the new world of digital entertainment could rival Microsoft's in PCs. But above all, some argue, Jobs must avoid repeating the mistake that cost Apple its massive early lead in the computer market.

That happened largely because Jobs would not open up the Mac. He kept its operating system proprietary, and Microsoft and its ally Intel (INTC) clobbered him. Jobs is also keeping the technical standards underpinning the iPod and iTunes proprietary. Skeptics argue that if he insists on keeping his digital-music system closed, sooner or later someone will do the same thing to the iPod that Microsoft did to the Mac. Microsoft itself, with its legions of partners making portable players, wants to be that someone.

Many people who know Jobs say he will never put another major format on the iPod or let rival players work with iTunes. Mark Anderson, who has been writing about Apple for 20 years as publisher of the Strategic News Service, argues half-jokingly that Jobs's zeal for control is so overwhelming that Apple should create a licensing division independent of the CEO. Jobs and his design crew could focus on creating blockbuster products. Then, when the competition begins to catch up, the licensing division would take over. Otherwise, Anderson says, "he risks blowing his lead again."

But Jobs may surprise the skeptics. One company insider has said Apple would consider opening up its system if its digital-music market share started to crumble. Wozniak also says Jobs is so determined to make Apple a huge, commercially powerful company that he'd strike partnerships if necessary. Jobs reached out to Vidich, the former Warner executive, who is now at AOL, for help breaking into the music business; today he has productive partnerships with every big-time recording label. He struck a deal allowing HP to sell iPods, and he made the shrewd decision to allow iTunes and the iPod to work with Windows machines.

This is, after all, a new era. If Microsoft can go to the once unthinkable lengths of hiring a former Apple exec for lessons on how Jobs does it, maybe it's time for Jobs himself to take a page out of Bill Gates's playbook.

Photoessay: Apple Gear We Hope to See


Paul Sloan (psloan@business2.com) is a senior writer at Business 2.0.


Find this article at http://www.business2.com/b2/web/articles/0,17863,1037197,00.html.

Sunday, April 03, 2005

一線遊戲公司的今是昨非(一)

一線遊戲公司的今是昨非(一)
‧崔逸鴻 2005/01/28
進入二十一世紀,數位內容成為顯學,遊戲產業新公司如雨後春筍般成立,遊戲市場重新洗牌;面對競爭激烈的遊戲產業現況,台灣的遊戲公司有什麼樣不同的發展方向,又有哪些公司在這幾個不同方向中各擅勝場呢?

資深的遊戲玩家注意啦!如果您手邊還保留著多年前台灣廠商自行發行或自行改版的國外知名遊戲軟體(也就是”原版的盜版”啦 >-<'),請不要因為現在原廠復刻板或模擬器普及,您用不到這些軟體了就輕易把它丟棄,因為它大有可能身價不凡,能在拍賣網站為您賺到新台幣好幾千元唷!筆者認識的一位業界大老,日前將手邊塵封已久的的台灣海盜版 ”創世紀(Ultima)”一代在E-bay上賣到超過美金兩百元的好價錢,由於創世紀系列是素負盛名的經典角色扮演遊戲,忠實玩家蒐羅版本的熱誠,甚至於到連原廠沒有授權的海盜版都如數家珍的程度,而台灣版雖然也是非法侵的盜版產品,但製作之精美,卻是揚名海外,讓海外的收藏家願意高價收購這些台製的盜版產品,實在是令人哭笑不得,不知該說些什麼是好。

老實說,台灣的老字號遊戲業者,在早年尊重智慧財產權的觀念不如今天普及的狀況下,多半都是靠侵權盜版的行為起家的,雖然不光采,但在那個年代,這樣的錯誤也令人不忍深責,更何況隨著時代進步,大家紛紛改邪歸正,規規矩矩地向原廠爭取授權;甚至開始自行研發屬於華人自己的遊戲產品;所以今天我們回顧過去台灣廠商的盜版行為,除了應該譴責之外,從另一方面來看,卻也標示了台灣在整個亞太地區的遊戲產業當中起步極早的事實。

早在二十多年前,台灣的遊戲產業就已成形,雖然當時的社會對遊戲產業頗有歧視,但是遊戲廠商卻自立自強,走出自己的路。揚棄盜版侵權行為後,不同的廠商在遊戲代理、改版、代工、自行研發等等領域默默耕耘,逐漸嶄露頭角,也有些廠商採取多角化經營路線,大家懷抱美好願景各自奮鬥;幾經波折後,有些公司走入歷史,也有些公司不但存活至今甚至更加壯大。進入二十一世紀,數位內容成為顯學,遊戲產業新公司如雨後春筍般成立,遊戲市場重新洗牌;面對競爭激烈的遊戲產業現況,台灣的一線遊戲公司有什麼樣不同的發展方向,靠什麼各擅勝場呢?

智冠科技

多年以來,遊戲業界一直有"南智冠、北大宇"的說法,指的就是兩家老字號重量級遊戲廠商,而這兩家也碰巧代表業界兩種不同的優勢類型。總公司在高雄的智冠科技(股)是通路王者,台北的大宇資訊(股)則是研發公司的知名品牌。

其實智冠的優勢不只一端,公司本身路線靈活,媒體關係良好,行銷精準強勢,橫跨單機及網路遊戲市場的自製、代理、發行各項領域,同時也朝向集團化發展、進行專業分工;所以自1983年成立至今,經營績效一直十分亮麗,但凌駕這些優點之上的,在於智冠是遊戲通路第一把交椅,過去第三波、華彩資訊、協和國際等公司都曾浹豐沛資金及集團資源企圖挑戰智冠的通路地位,結果無一成功。智冠通路綿密的程度令人咋舌,既涵蓋實體通路的傳統資訊產品小賣店、 3C資訊家電連鎖店、便利商店、書局、漫畫店、網咖、租書店、影音租售店、郵局;又包含虛擬通路如手機付費、寬頻用戶小額付費等等;在開拓新通路方面更是積極;因此智冠擁有超高物流、金流效率,為單機及網路遊戲銷售打下有利基礎,也使得公司在其他方面的優勢如虎添翼,發揮得淋漓盡致。像是路線靈活這一點,我們可以看到在盜版時代,智冠產品眾多,物美價廉;在代理階段,智冠爭取國外授權攻勢凌厲,使盡檯面上檯面下的手段;自製遊戲抬頭後,智冠以簽約綁住眾多小工作室方式,確保智冠自製產品的低成本、高產能,同時也靠通路優勢成功代理其他國內自製遊戲;網路遊戲時代智冠更是合縱連橫,子公司中華網龍專攻自製遊戲,遊戲新幹線則是專業代理公司,另外還投資以炎龍騎士團及天地劫系列成名的的老牌子漢堂資訊和擁有超時空英雄傳說系列、三國群英傳系列及新絕代雙驕系列知名產品的宇峻奧汀科技;不論那一個時期,您走進台灣任何一家販售遊戲產品的商店,都一定可以找到智冠產品;正因為是通路第一,所以智冠可以在一路走來始終如一的低評價中屢創高峰。

智冠的低評價同時來自於消費者及合作廠商。合作廠商方面,智冠殺價凶,票期長,壓低成本的功夫極佳,但是只要產品今天交給智冠,明天玩家就通通買得到,其他廠商沒有一個辦得到;所以大家只好捏著鼻子忍受;不過成本過低造成的產品品質低落,則是消費者怨聲載道的主要因素。在單機時代,智冠產品的臭蟲(bug)過多、完成度不夠,引起各遊戲留言板上一片罵聲,消費者抱怨之多,讓智冠不得不關閉本身公司網站上的玩家留言板,在當時的遊戲界,一樣是前所未見的創舉。網路遊戲時代,攻佔王座的”仙境傳說”(RO)則維持智冠傳統,讓玩家流傳”RO有三寶,斷線、Lag、修不好”的順口溜。話雖如此,筆者認為智冠是遊戲界的絕佳投資標的,絕對能確保公司及股東利益,這項成就一直是其它遊戲公司所難以企及的。

簡而言之,智冠是靈活的,在不同時代裡,採用了不同的策略,身段柔地塑造了今日的成功,所有遊戲公司裡,被罵得最慘的最兇的都是智冠,但智冠無疑也是站的最穩,最迎合大眾市場的公司,這個事實所代表的意義,值得我們深思。

大宇資訊

1988成立的大宇資訊可以說是典型的研發型公司,也是國人自製遊戲的先趨者,國產遊戲能在當年全部是國外代理遊戲的狀況下拿下一片立足之地,大宇絕對居於首功。大宇集結了一流的遊戲研發人員,創意豐沛,品質良好,在單機遊戲方面,享有良好銷售和口碑,知名遊戲如”大富翁”系列、”仙劍奇俠傳”系列、”軒轅劍”系列在海峽兩岸都叫好叫座,在只要中文化就能賣座的時代,大宇推出的產品品質遠遠超過同時代的其它公司,為公司奠定極佳品牌形象。
大宇的單機遊戲”仙劍奇俠傳”系列,在海峽兩岸叫好叫座。(畫面擷取自「仙劍奇俠傳2官方網站」)

此外,大宇在中國大陸佈局很早,也開始展現成果,大陸地區的營收已經不遜於台灣,北京和上海的研發基地都交出漂亮成績單。但大宇光鮮亮麗的外表下也有重重隱憂,首先,以單機產品來說,雖然大宇出品,必屬佳作;但是望穿秋水才見得到一款,雖說慢工出細活,可是同樣是銷售排行榜第一名產品,別人家可以兩年出三款遊戲,大宇要兩三年才能出一款,進度管控真的不理想。其次,大宇只有單機遊戲可圈可點,其他方面不論是通路行銷、遊戲代理、網路遊戲、手機遊戲、遊樂器平台遊戲,大宇的表現都不出色。行銷及通路方面不夠優秀突出似乎是所有研發型公司的宿命,大宇也沒能破除此一魔咒,但是筆者常常納悶,大宇為什麼堅持要自己做通路?從前是歷史必然,最早期的遊戲公司由於當時產業不成熟,沒有專業分工,只好樣樣自己來,別說通路行銷了,連生產包裝都無法假手他人。時至今日,大宇實在沒有自己做的本錢,自製遊戲產能不高,沒有辦法達到經濟規模,但是業務行銷的薪水是個沉重的負擔,所以只好代理其他遊戲來分攤成本,但是以結果論來看,大宇選擇遊戲代理的眼光並不夠好,代理的單機遊戲品質有降低大宇水準的嫌疑,自然市場反應平平,對營收貢獻有限。好在代理自日本 SquareEnix 的網路遊戲”魔力寶貝”成果斐然,不但是獲利金雞母,也讓大宇建立網路遊戲營運平台,培訓出營運客服團隊,為大宇自製網路遊戲的前途增添勝算。可是傷感情的部分又出現了,大宇自製網路遊戲有技術瓶頸,開發不順,迄今只有 ”軒轅劍網路版”上市,而且成績不如預期。

手機遊戲和遊樂器遊戲方面,大宇也一樣是先驅,不像其他同業只是口頭說說,而是真正有實力也有產品上市,遺憾的是---不賺錢!!這是大宇最嚴重的問題。最令筆者擔心的一點,則是人才流失問題。軟體公司的最大資產是人才,遊戲業也不例外;大宇知名的幾個遊戲製作人當中,狂徒的姚壯憲現任北京軟星總經理,DOMO的蔡明宏則擔任台灣大宇協理,都轉任行政工作;其他則幾乎被挖角殆盡:軒轅劍系列的郭炳宏轉任遊戲橘子,仙劍和霹靂奇俠傳的謝崇輝任職雷爵資訊,天使帝國的廖莊敬在遊戲橘子轉投資的飛魚工作室...其他整團整團離開的人才更是不勝枚舉。

筆者認為,大宇這幾年來已經在吃老本,大宇的品牌之所以建立,是基於連續推出幾款品質極為優異的產品而打下的,讓玩家們認定了大宇出品等於品質保證這樣的信心,不幸的是同樣評價的產品,已經有很多年沒有出現在大宇的產品名單中了。時代在改變,玩家也在改變,能不能拿出現在的玩家願意花錢購買的產品,是老牌大宇的成敗關鍵。

遊戲橘子

再來就是業內首席的行銷型公司遊戲橘子,相信很多人對遊戲業的第一印象都來自遊戲橘子的廣告,遊戲橘子的行銷在業界創造了許多個第一,不但成功促銷該公司遊戲,也增進一般民眾對遊戲業的認知,使得整個遊戲產業知名度大開。比較令人矚目的幾個標竿,包含第一個高價聘請知名影藝明星為遊戲代言、第一個以電視廣告做大規模宣傳、第一個大量免費贈送遊戲主程式光碟、第一個赴東京電玩展正式參展、第一個在網路遊戲中做異業結盟、第一個遊戲公司總經理成為廣告明星;除了這些創舉之外,還有大量創意十足的遊戲內外活動、精心設計的電子報、充分媒體曝光率,徹底改變遊戲業的遊戲規則,讓天堂這款遊戲在台灣網路遊戲市場穩坐冠軍長達兩年,也拉高其他同業的行銷預算,促進台灣經濟繁榮,難怪遊戲橘子在台北世貿參展時,陳水扁總統親自蒞臨展覽攤位。

其實遊戲橘子的前身富峰群在業界耕耘多年,最早還是從遊戲研發起步的呢,但是一直到引進專業行銷人才,轉型成為遊戲橘子之後才出現爆發性成長,這也是筆者僅見,唯一從研發公司轉型為行銷公司的成功案例。奇怪的是,既然是研發公司出身,代理遊戲時選擇產品的眼光怎麼會這麼糟呢?除了韓國原廠收了簽約金卻中途夭折,沒有做出來(也不退錢!!)的”Forestia”和”Athanasia”兩款遊戲之外,”戰場”、”混亂冒險”、"巨商"這幾款品質不夠好的遊戲雖然也靠強勢行銷讓大家都知道上市消息,可惜行銷只能引起消費者興趣,無法讓消費者為不夠好玩的遊戲掏錢付費。更可怕的是代理遊戲部分營運得好,真正的甜頭多半歸韓國原廠;營運不佳,韓國原廠仍然可以坐收簽約金和保證權利金,倒楣的還是台灣代理商。因為2004的的財報還沒有真正出爐,我們以2003年來看,遊戲橘子的營收高達新台幣19億,其中單單付給天堂開發商NCSoft的權利金(不含認列在更早年度的簽約金和權利金)就有新台幣 7.4億;其他廠商還不計算在內,而所有遊戲的營運成本(包含伺服器、頻寬、GM、客服、行銷、通路、倉儲等等)都是遊戲橘子支付,更別提遊戲橘子本身的公司管銷了,所以2003年遊戲橘子在收入19億的狀況下還是虧損;看來遊戲橘子對韓國經濟發展更是貢獻良多,下次參展時,真正應該到場致意的是韓國總統才對。相信遊戲橘子也意識到了代理遊戲是為人作嫁的事實,所以兩三年前就開始想要自製網路遊戲,本身喊出招募開發人才的"百人計劃"(如果成功會變成國內第一大研發團隊),此外還投資好幾家研發工作室;但是和大宇一樣在網路遊戲開發方面遇到困難,遲遲沒有看到有份量的產品,不但2002 大張旗鼓到東京電玩展參展的”諾亞方舟”難產,還在2003年大量裁撤轉投資的研發工作室,遊戲橘子的成敗難料,一如這家公司給人的感覺。

遊戲橘子從富峰群時代開始,就遭遇過幾次重大危機,每次都在孤注一擲下渡過危機,公司規模也越來越大,也因此養成了遊戲橘子異於業界,敢衝敢賭的獨特作風。遊戲橘子引進了許多業內所沒有的新模式,往往新招一出就立即佔了上風,但這些新招式並不是其它公司學不會的,隨著各公司逐步改變觀念,遊戲橘子和各家公司的差別已經越來越小了。遊戲橘子帶領業界到了一個新的境界,但是如果沒有一套別人學不會的獨門功夫,那時代的巨輪很快就會趕上的。

台灣遊戲業界中值得介紹的公司還有很多,本文先就擁有自己獨特競爭優勢的這三家公司加以介紹,接下來筆者還會另文剖析其他遊戲公司,歡迎大家跟筆者分享您的看法。

遊戲界的今是昨非(二):「第三波」的策略運用

大家一起來看新的技術走向吧!! 只是,希望分享的是一些具有分析性質的資訊,不要只是新聞...