Saturday, March 31, 2007

網路整備度決戰點在跨境服務

網路整備度決戰點在跨境服務

世界經濟論壇(WEF)28日公布「2006-2007年全球資訊科技報告」,其中,被視為資訊科技競爭力指標的全球「網路整備度」排名,台灣從去年的第七名退步至第13名。而今年前十名的國家依序分別是:丹麥、瑞典、新加坡、芬蘭、瑞士、荷蘭、美國、冰島、英國與挪威,其中除了新加坡及美國外,其餘均為歐洲北部及西部國家,因此從區域的角度觀察,西北歐仍是全球網路整備度最先進的區域;若從國家規模來看,除了美國及英國外,其餘均為小型經濟體,顯示出相對於大國,小國反而較容易在網路整備上發揮。

就台灣今年的表現來看,雖然退步了六名,但今年報告的共同編輯、ISEAD商學院教務長都塔仍給予台灣表現相當高的評價,並表示「台灣在資訊科技領域非常 先進」。事實上,在前年台灣排名從17名晉升至15名時,該年報告首次出現「特寫國家」專欄,而專欄介紹的國家即是台灣,並以「資通訊科技新巨人」稱讚台 灣。

另外,去年台灣排名由15上升至第七名後,WEF也發表了一份名為「資通訊科技對台灣經濟競爭力與社會發展的影響力」的專文;文中指出,台灣由早期農業社 會經數十年發展,在沒有重要天然資源的情形下,轉型為資通訊科技大國,在技術與創新領域展現出亮麗的成績,創造出的發展模式值得其他國家效法。台灣在發展 及轉型過程中,政府扮演了中心角色,對經濟、科學及政府等各環節建立了一套強大而一致的計畫推動機制,透過縝密的政策推行,鼓勵創新文化;政府並與民間密 切合作,大量投資相關的教育、研究與基礎建設,讓台灣的資通訊科技發展能夠媲美日本、美國。

事實上這些讚美在今年並沒有改變,為何名次會大幅下降呢?如果我們觀察細項指標便可知其原委。在整體網路整備度的指標組合上,分為環境 (environment)、整備度(readiness)及使用度(usage)三大指標,上述的讚美大都反映在「整備度」的指標上,也因此今年台灣在 此項指標排名仍能反向進步一名為第七,但「環境」及「使用度」則分別由第十、五降至17、13。反映出其他國家,尤其是西北歐國家,在「環境」及「使用 度」的進步快速。

以長期觀察而言,台灣在「環境」及「使用度」都將面臨結構性的瓶頸;以「環境」的次指標來看,立法機構效能(49名)、司法獨立(53)、履行契約時間(73)、履行契約程序(46)及法律架 構效能(41)等幾乎都是無解的結構性問題;在「使用度」指標上,台灣的個人與企業使用度都從原來的第九滑落為第17,這樣名次的下降,除了反映國人與企 業運用網路設備習慣仍須加強外,更重要的課題乃在於使用度的需求端。當基本的整備度均大致完成,網路使用需求的蓬勃與否,決定了整體國家資訊能力的發展程 度,台灣跨境服務能力的不足,限制了網路運用的國際化與需求。

網路的最大優勢便在於跨境及無遠弗屆,就如同飛機較其他的運輸工具最大的優勢在跨境的快速運輸;倘若機場(如同整備度一般),軟硬體建設得好,但航空業者的競爭力、旅客與貨物的運輸需求均僅限於國內,那麼這樣的發展終究有限。

不僅台灣如此,亞洲許多國家也都面臨這樣的困境,從近三年的名次變動來看,台灣為15、7、13;韓國為24、14、19;香港為7、11、12;日本為8、16、14;新加坡為1、2、3;至於印度及中國大陸排名則仍處於四、五十名以外。其中除了新加坡外,其餘國家均無法穩定排名在前十名,其中很大的關鍵在於這些國家網路跨境服務的能力與需求,均有待努力與加強。

【2007/03/31 經濟日報】





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Tuesday, March 27, 2007

the-supernova-12

Over 100 startups applied to present their companies at the TechCrunch-sponsored Connected Innovators
program at the Supernova conference last week. Twelve were selected and
had a chance to launch their new products to an audience of hundreds.


I drafted some real-time notes of the products demo'd and launched at event at CrunchNotes, and my more complete notes are below.

Sharpcast

Palo Alto-based Sharpcast (TechCrunch posts here)
has developed a platform to sync application data across your computers
and mobile devices. Their first showcase application is Sharpcast Photos,
which not only pushes photos from one device/computer to others, it
also keeps them synced. Make a change on one and it pushes the changes
to the other copies as well. There are lots of new applicaitions coming
as well (documents, calendar, contacts). The company, which has raised
$16.5 million in capital, will be application-agnostic so you don't
have to switch to using new software. Windows only today, Mac coming
soon.


Webaroo





Webaroo
, headquartered in Santa Clara is a new service that launched in April
that allows PC users (no Mac support yet) users to access cached web
content when they are offline. Webaroo offers pre-selected content,
called 「web packs」, and users can also cache whatever websites they
would like to have access to. For more, see the TechCrunch Webaroo
review here.


PostApp


PostApp
is a new company that allows users to pull web services directly into
their blog or other website without having the technical skills to use
the API supplied by the service provider. With the explosion of
widgets, PostApp may be the right application at the right time. They
also secured $1.5 million in funding from Hummer Winblad. See the full
profile here.


Vpod.tv





Vpod.tv
was one of my favorite companies presenting at a conference in Spain
last month. It is a video sharing site, similar to YouTube, but that
focuses on transcoding to most video devices (ipod, PSP, etc.) and
allowing users to download video to those devices. They also have an
innovative approach to monetization. See the full TechCrunch post here, which also discusses their $5.1 million funding.


Ether


Ether
officially launched at Supernova. They've created an 「ebay for
services」 that allows people who wish to sell their time on the phone
to do so. Place an Ether logo on your site - when someone clicks on it
they can set up a time to speak with you according to the terms you've
set (price, time of call, etc.). When your phone rings, there is a
person on the other end who has already given their credit card
information and is looking for your advice. Ether went into beta in March, and we covered the official launch here.


Lifeio


Bruce Spector from attap gave the Supernova audience a very early look at Lifeio,
「the new life organizer」. Lifeio will combine instant messaging, email,
calendaring, contacts, to-do lists, etc in a multipage Ajax site (from
what I saw it looks like Lifeio is competing with Goowy, Netvibes, Pageflakes, etc.). Lifeio is also opensourcing the platform framework, called jitsu. Look for more details as the September launch date approaches, and sign up for the beta on the Lifeio homepage.


Other attap companies include Riffs, Buzzvote and personal DNA.


GearON


GearON,
a mobile service launching this month from ProtoMobl, centers on your
phone's contact list and creates a social network around it to share
photos, music, events and venue information. See the flash demo of
GearON here to get a better idea of what it's all about. Their launch will be covered on MobileCrunch as well as here at TechCrunch.


Soonr


Soonr is a new mobile platform that we've previously covered
at TechCrunch. One of the most useful applications they've launched so
far is the ability to use Skype on a normal cell phone (all you pay for
are the Skype-out charges from Skype to your own cell, and you can then
use Skype to call anyone on your Skype list). The Mac version of Soonr was announced at Supernova.


Zixxo


There are a few ways to look at Zixxo. For users
they will deliver highly targeted local and national coupons to you
based on whatever personal and demographic information you choose to
share with them. For businesses, they are a very cost-effective way of
reaching consumers who actually want to receive these coupons. For
third parties there is a revenue share opportunity for bringing users
and/or businesses to the network. Zixxo is still very young, but the
core idea is strong. Look for a potential quick acquisition of this
company if they start to get traction.


Attensa


Craig Barnes, the CEO of Attensa,
talked about how his suite of RSS reader applications (mobile, outlook,
online) analyze user behaviors to recommend specific content and help
people deal with information overload. They've also just released a new
version of Attensa for outlook. TechCrunch posts on Attensa are here.


Netvibes


Founder and Co-CEO Tariq Krim gave the audience an overview of London and Paris-based Netvibes,
the Ajax home page that has seen tremendous growth and now has millions
of passionate users. Netvibes now has an active community of
independent developers creating modules for the site. Netvibes is on a
roll. TechCrunch posts are here.


StumbleUpon


StumbleUpon
is a social browsing application. Users download a browser toolbar and
can find popular sites in different categories, vote on sites, etc.
Stumbleupon has nearly 1 million registered users in 139 countries, who
「stumble」 2.2 million sites er day. Advertisers can get their ads in front of a targeted audience for 5 cents an impression. I use this service.





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The Mind-Bending New World Of Work

The Mind-Bending New World Of Work
Motion-capture technology has burst out of Hollywood and into businesses from aerospace to advertising

podcast
COVER STORY PODCAST

In a darkened loft in the industrial district of downtown Los Angeles, Gesture Studios CEO Kevin Parent slips on a pair of black gloves studded with iridescent white, purple, and yellow dots. Standing about 10 feet from a wall-size screen, he lifts his hands like a conductor. With a series of precise gestures, he calls up photos and videos of urban Los Angeles. Raising his thumbs and pointing his index fingers toward the screen as if miming a cowboy with two guns, he swiftly sorts the images, zooming in on certain buildings and playing snips of films depicting various street scenes. To pause the film, he extends one hand like a traffic cop. With other crisp movements, he can spin 3D objects in space or snatch a bullet point of text and drag it across the screen. "You just put on the gloves and go," Parent explains. "Think turbo PowerPoint."


Interactive Graphic>>
The technology preview Parent arranged for BusinessWeek bears an eerie resemblance to a famous scene in Minority Report, Steven Spielberg's 2002 film featuring Tom Cruise as a cop under investigation for murder. Techies still talk about the wireless data gloves and clipped hand signals Cruise uses to sort through evidence on a giant screen at police headquarters. That interface is just what Gesture is selling to companies that create presentations at the 14,000 trade shows and conferences in the U.S. each year. The hardware and software will be priced from a few thousand dollars and up. Soon, anyone making a PowerPoint presentation to colleagues or business partners could operate the same setup, which uses cameras to track hand movements and translate them into computer instructions. The similarities to Minority Report are no coincidence: Gesture Studios is the brainchild of Massachusetts Institute of Technology wunderkind John UnderKoffler, who helped Spielberg's production team design the scene in the movie.

GOODBYE TO THE REMOTE
Gesture's system, known as GoodPoint, showcases a technology called motion capture, which film studios and video game makers have used for years to make computer-animated characters appear more realistic. Now motion capture is bursting out of Hollywood and changing the way consumers interact with home electronics. Motion sensing is the secret ingredient in Nintendo's (NTDOY ) wildly successful Wii game system, which lets you swing a wand in your living room to hit a home run in an animated ballpark on your TV set. Intel (INTC ) Corp. is developing a more advanced version of motion capture that will let people wave at their TV sets from across the room to turn up the volume or change channels—no gloves or sensor dots required. Within five years "you could use gesture recognition to get rid of the remote control," predicts Intel Chief Technology Officer Justin Rattner. "We've done prototypes of that, as have other people." Rattner says body tracking—the whole body, not just the hands—could drive demand for its important new generation of semiconductors, the superprocessors known as teraflop chips, which Intel previewed in February.

Slide Show >>
Motion capture is starting to transform how businesses market their products as well as design and manufacture them. This spring the Las Vegas McCarren International Airport will set up large plasma screens with a motion- tracking component that lets advertisers bring pedestrians into their commercials. When you walk past a car ad, for example, the vehicle might move at the same speed you're walking. When you turn to look at the driver, he'll turn to look at you, and you'll be staring into an image of your own face. Dozens of blue-chip aerospace, auto, and heavy-equipment makers, from Lockheed Martin (LMT ) to BMW to Caterpillar already use motion tracking to let workers collaborate in shared virtual environments, sometimes when they are thousands of miles apart. Together they can test the ergonomics of a design for a car or a plane. "Any company that creates a product used by people needs to understand how the human body moves," says Iek van Cruyningen, head of securities at Libertas Capital Group, a specialist investment bank. "Motion-tracking systems and virtual simulations accelerate product development and boost productivity."

Motion capture marks a new stage in a revolution heralded back in the 1980s. That's when computer geeks first started talking about an immersive digital domain called virtual reality (VR). You may remember the first dorky VR goggles users donned to experience virtual worlds, the unabashed pronouncements about world-changing, computer-generated realms, and camp media depictions such as the 1982 Walt Disney (DIS ) movie Tron. Some well-funded academic laboratories went ahead and developed these goggle-and-glove environments. But as a consumer application, virtual reality 1.0 was a bust. The hype was too loud, computers were too slow, networking was too complicated, and because of motion-sickness issues that were never quite resolved, the whole VR experience was, frankly, somewhat nauseating.

It was a classic tale of high-tech crash and burn. The technology arrived prematurely, dragged investors through bitter disappointment, and lost startups and their backers buckets of cash without ever yielding a return. VR 2.0, enhanced by motion capture, is different in many critical ways. Most important, the first batch of applications, such as the Wii, while still primitive, are easy to use, inexpensive, and hard to crash. You don't get anything close to a fully sense-surround experience, but neither do you feel sick after you put down the wand. The games are simple and intuitive, which is why a new stereotype has emerged in the game market: Wii-toting grandmas and grandpas.

Pioneers in VR 2.0 are likely to piggyback on Nintendo's strategy: Wow the audience with fairly simple ways to bring their bodies into the action. Gesture Studios' GoodPoint system enables a presenter to take audiences on a tour of a 3D architectural design or on a fly-through of a model city. And the presenter's measured theatrics make a big impression. "Everyone's looking for the new, sexy way to communicate with their employees and their clients. We're selling their ability to sell," says Tom Wiley, Gesture's director of business development and operations. Future versions of GoodPoint will help air- traffic controllers visualize complex flight configurations and let security personnel sift quickly through hours of video using hand gestures alone. There's even a diminutive glove or thimble version for use with a PC, which could end the decades-long tyranny of the keyboard and mouse.

SWIRLING SNOWFLAKES
The advertising industry is dreaming up uses for motion capture that literally stop consumers in their tracks. Recently, with little fanfare, Target (TGT ), adidas Group, and Clorox (CLX ) began running interactive ads on subway station walls in New York. One Target ad, a 6-by-20-ft. projection, featured snowflakes gently fluttering from the sky. It seemed unremarkable until you approached the wall. If you swiped your hand in the air, the background scene transformed from a wooded winter scene into a city skyline. And by waving both hands you could send the snowflakes into a swirl.

Adidas chose a similar approach for its ad in the entrance of the Mandalay Bay Resort & Casino in Las Vegas. The ad perked up when people walked by and responded with a shower of shoes. The more they gesticulated, the bigger the deluge became. "People don't ignore the ads—they want to play with them," says John Payne, president of Monster Media, which created the campaigns for adidas, Clorox, and Target. "It's like Willy Wonka."

AVATAR ENGINEERS
Lockheed Martin, the world's largest defense contractor, has pushed motion sensing to even more exotic extremes in an effort to reduce design and manufacturing costs. The VR effort at its Ship Air Integration Lab in Fort Worth is headed by Pascale Rondot, a petite French Canadian who worked in a similar program at General Electric Co. (GE ) Her lab is helping to develop new F-35 stealth fighter jets that can take off on land or at sea. Lockheed won a contract in 2001, now valued at $25.7 billion, and the first of the fleet of nearly 4,000 planes will be completed by 2010—part of a program valued at roughly $276 billion.

To help engineers, technicians, pilots, and Lockheed customers understand how the plane will perform, Rondot equips teams of visitors—up to four at a time—with VR headsets and suits dotted with motion-capture sensors. They enter a darkened 15-by-20-ft. area where 24 cameras track their every move. What the visitors "see" through their head displays are the fighter prototype and lifelike avatars of one another. They can walk through the prototype, crouch down to inspect or change a part, and practice physical routines they will replicate in real-world planes many months later. Nearby, in a separate area called the cave, Lockheed invites active-duty and retired Navy, Marine, and Air Force senior officers who can view both the people and the virtual aircraft in the simulation.

Aeronautics veterans who hear about this program are sometimes skeptical. "When people cannot touch a prototype, it's always a hard sell. But then they see how our virtual world matches the real world and how much time and money we've saved," says Rondot with a Quebecois lilt. For one task—examining the approach speed of the plane as it lands—Lockheed was able to save $50 million in design changes and avoid 50% of the cost of the mockup by using the VR lab instead of traditional wind-tunnel tests. In a simulation, Rondot can bring Lockheed engineers together with far-flung counterparts at partner companies such as GE and Pratt & Whitney.

With profits of $2.5 billion on $39.6 billion in revenues, Lockheed can afford to splurge on motion capture. But even companies with much tighter budgets are drawn to the technology. At Ford Motor Co. (F ) headquarters in Dearborn, Mich., engineers use motion tracking and simulation in both product design and manufacturing to reduce dependence on expensive metal prototypes. Manufacturing ergonomics expert Allison Stephens creates digital versions of Ford factories, then analyzes the reach and posture of people on the assembly lines to reduce risk of injury. At one pilot plant, such simulations have reduced the expected number of disability cases by 80%, says Stephens. Disability payments can run to tens of millions of dollars a year.

As users rack up successes, suppliers of motion-capture systems for factories could be in a sweet spot. "It's early, but such simulations could be one of the most profitable areas in the future," says Kathleen Maher, an analyst at Jon Peddie Research who has written reports about the auto industry's use of modeling software. Maher pegged the size of the field of "augmented reality"—simulations with some props—at $142 million in 2006 and says it is growing quickly.

Manufacturers may be the power users of VR 2.0, but Hollywood studios will continue to be the biggest patrons and innovators. Director James Cameron says the technology first had a huge impact on film in his Titanic, the highest-grossing movie of all time, which brought in upwards of $1.8 billion. Only a small number of actors in motion-capture suits were required to create the famous crowd scenes on the decks of the sinking ship. Digital data were collected and then duplicated to recreate the scene of the disaster.

The technology then spawneda slewof computer-generated creatures, including Gollum, the gurgling, wispy-haired ring thief in Peter Jackson's Lord of the Rings trilogy, and King Kong, by the same director. British actor Andy Serkis spent hours scampering around on set in sensor-studded suits to create Gollum's scuttling and Kong's signature grimaces. For such scenes in the past, animators might draw each new movement by hand, frame by frame. And that's not the only giant expense motion capture could address. During a movie shoot, "the cost of a day on set can range from $50,000 to $1 million," says Gary Roberts, a vice-president at House of Moves Inc., a Los Angeles motion-capture lab. "Motion capture shaves days off the overall production time." And the process could get even simpler. In Cameron's current film project, titled Avatar, sophisticated software may eliminate the need for sensor dots on actors' faces. Instead, one tiny camera on an actor's head cap tracks and interprets every twitch.

Companies that come up with such innovations stand to make small fortunes. "There is an arms race in entertainment," says Phil Sparks, an analyst at Evolution Securities Ltd. He's bullish on Vicon, part of Oxford Metrics Group, the largest company making motion-capture systems for entertainment and now many other clients. "They're no longer just mapping out an orc and a hobbit having a fight. They're now doing the expressions on dozens of actors' faces." Motion Analysis Corp., another motion-tracking player, built systems that were used for Kong and one of the Rings films and also outfitted Lockheed's lab.

Capturing actors' movements is potent stuff, says Cameron: "The technique frees performers from the limitations of body type, age, race, and gender. The essence of their spirit as actors can be infused into any physicality they or the filmmakers dream up." For example, you could tell a story that follows the same character from childhood to old age and have the same actor play the character at every stage—without makeup. Video game makers are also channeling mounds of money into motion capture. Tiger Woods donned a sensor suit to make his video game doppelgänger look more realistic.

WHAT THE WII WROUGHT
There is always the risk that the buzz about an emerging technology will get ahead of reality. Jackie Fenn at market research firm Gartner Inc. charts such "hype cycles" and notes that virtual reality has spent many years mired in something she calls the "trough of disillusionment." But PDAs and MP3 players also languished in this stage, she says, until the "beautifully designed interfaces" of the Palm Pilot and the iPod and services such as iTunes launched these devices into much wider public acceptance.

It's possible that Nintendo's Wii could do the same for gesture recognition. Four months after this revolutionary system arrived in the U.S., it is still trouncing the competition, according to market researcher NPD Group Inc. And it is cropping up in communities that never appreciated video games. One retirement home near Chicago has started a Wii bowling league, and game experts expect to see more such developments. Software giant Electronic Arts Inc. is rolling out golf and war games for the Wii, as well as a title based on The Godfather films. EA believes motion sensing will become standard in game controllers. "The Wii is helping debug this question about how you move in virtual ways," says Jaron Lanier, a scholar at the Center for Entrepreneurship & Technology at the University of California at Berkeley who is credited with coining the term "virtual reality." After a year with the Wii, society "will be better educated about the overlap of the virtual and the real world," he says.

The semiconductor market is responding to Nintendo's huge success. Demand for the special sensing chips used in the Wii will double, to $10 billion, by 2010, according to industry researcher Yole Development. Such chips, produced by the likes of Intel and STMicroelectronics, will be used in all kinds of industrial applications, not just home systems. But Intel expects to play an important role in promoting motion technology in the entertainment arena. And just as its processors helped fuel the PC revolution, Intel's next-generation chips and software could lower costs and jump-start a mass market for VR 2.0. The company is seeding such ideas in its community of application developers and even placing some of its own software in the public domain.

READING YOUR MOOD
One frontier lies in tracking facial expressions without costly and cumbersome equipment. Advertisers, for example, would like to have the ability to read the changing expressions on their customers' faces as they browse Web sites—or shop at the corner store. In August, 2006, Google Inc. (GOOG ) acquired a small company called Neven Vision for an estimated $40 million. The startup has several patents on algorithms for tracking movements of key points on the face—the corner of the eye, the curves of the mouth—using a webcam, a mobile phone, or security cameras in bank machines and convenience stores. Google hasn't yet announced plans to create products based on these patents. But researchers at Stanford University have already come up with systems that can read such signs to tell whether a person is interested, happy, or annoyed. And they can even map those responses onto the face of an avatar in a virtual world.

In certain areas of medicine, motion technology can improve treatment quality. Howard J. Hillstrom, director of the Motion Analysis Laboratory at the Hospital for Special Surgery in New York, has used motion tracking to help people with disorders from cerebral palsy to arthritis. As patients fitted with sensors walk in front of cameras, Hillstrom's computer screen displays a skeleton in a 3D grid, and software helps the doctor analyze whether the patient is moving properly. "The number of baby boomers with arthritis will pass 60 million by 2020. Their movement is often the first thing to deteriorate," he says.

Tracking the surgical tools of several doctors in different locations can allow them to occupy the same simulation. "A surgeon could teach a resident in a remote village thousands of miles away, showing them how and where to move their hands," says Dr. Parvati Dev of Stanford University's Summit Lab, where residents learn to suture, cut, and cauterize virtual organs. Lately, doctors have also incorporated a technology called haptics—"force feedback" built directly into the surgical tools. When a surgeon probes or tugs on a gall bladder or some other tissue, he or she senses resistance (imagine pushing or pulling a spring). Dr. Dev's lab has done studies showing that residents trained on such simulations have a much shorter learning curve when they get into the operating room.

Tracking faces can save lives as well. Toyota, (TM ) Nissan, (NSANY ) and others have sponsored research at Stanford investigating the expressions drivers typically have five seconds before they fall asleep. These can be detected with simple cameras installed in a steering wheel or dashboard that trigger an alarm. Jeremy Bailenson and Cliff Nass, who are leading the research, say such cameras are now in cars coming off production lines in Japan. Siemens (SI ) is developing similar "drowsiness detection" devices.

Demand for systems that watch the world in motion could be broad and compelling. At the Intel Developer Forum in Beijing in April, the chipmaker will preview something called sports summarization that is designed to make good use of Intel's superchips. Outfitted with such processors, your television could spot highlights such as a soccer goal, penalty kick, or any signature motion you desire. Then, instead of relying on the newscaster to recap each night of the World Cup, you would tell your TV to go back and find your players' finest moments or their heartbreaking mistakes.

Motion tracking has all the marks of a disruptive technology, slinking on to the scene in unexpected ways. Sherry Turkle, a clinical psychologist and professor at MIT, talks about "the mirroring of body motion, and of course the subtle things like hand gestures, or the way someone characteristically cocks his head before speaking." Captured and incorporated into business and entertainment systems, "these motions will give us a much greater sense of connection with our online selves. The virtual will seem much closer to the real," she says. Imagine how you'll feel when your avatar smiles back from your computer screen just the way you smile.

For a look at how motion-tracking works, click here. To see how companies and research institutes are using ingenious ways to track humans in motions, click here.

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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...