Technical
Update Part 1 - 12 April 2001
Part 2
On the 31st of March, 2001 at the Amiga show held in St
Louis, the Chairman and CEO of Amiga, Mr Bill McEwen, unveiled the full
Amiga strategy. While only pieces of it had come out in the previous year,
this was the first time that it was explained in detail and in full.
That presentation was an intimate affair, given to the
few hundred attendees at the show banquet. This update now takes the information
presented at the banquet and makes it wholly available for the world.
The future is a content future. Information and activity
is slowly migrating from the physical and analog to the digital. Entertainment,
research, work, shopping, conversation, education; all are crossing over
to take advantage of the digital universe.
Access to this digital universe is via any device that
has a microprocessor, understands the digital language, and can connect
to that digital universe. In the past this was limited to million dollar
mainframes. As technology advanced, the universe became accessible to two
thousand dollar desktops. Today, technology has developed to such an extent
that this digital universe can be accessed from three hundred dollar games
consoles and one hundred dollar cellphones.
The user now has a huge choice when it comes to accessing
the one constant; the digital universe. They have the workstation, the
desktop, the set top box, the games console, the PDA, the cell phone. Which
one they choose depends on many things - where they are, what they want
to do, what time it is. For Amiga, this is the new challenge, the new frontier,
the new WWW. Whatever, Whenever, Wherever.
All of these devices can access the digital universe,
but each of them comes with a set of capabilities decided by price, market
and form factor. Each plays a part and fits into a role that in the past
defined the activity but which now describes only a profile. For instance
'Desktop' used to be synonymous with word processing, image manipulation
and web browsing. Now those activities have escaped mere hardware to become
activities in their own right on many other devices.
These activities have a set of requirements; services
that they require in order to take place. Similarly, devices have a set
of capabilities; services that they can offer to allow activities to take
place. Future digital environments will simply match activities to devices
based upon requirements and capabilities, scaling the activity up or down
to match the capabilities of the host device. Activities will be free of
a particular type or piece of hardware, and this will free users from the
restrictions imposed on them by the restriction inherent in that hardware.
Increasingly it will be the digital content and the digital
activity itself that becomes the only concern. This is a traditional sign
that a technology is maturing, as the underlying technology becomes invisible
to the user. Digital Living will finally deliver on its promise of Whatever,
Whenever, Wherever.
Amiga intends to energize this transition through the
creation of a revolutionary product, the Amiga Digital Environment or AmigaDE.
The AmigaDE will provide a universal content layer that can sit on any
digital device, irrespective of its hardware form or component set, and
give both users and developers (content consumers and content producers)
a common place in which to conduct digital activity.
AmigaDE offers the unique capability of being able to
deploy itself either directly on hardware, co-operatively on a software
host (running just like another application on an existing Operating System)
or, uniquely, on a software host where the user only sees the AmigaDE but
takes advantage of the feature set of the software host.
For the user, the AmigaDE provides a brand new source
of rich, compelling content; everything from games through Internet adventures
to productivity, content creation and serious work. All of this available
on any device that supports the AmigaDE thus not tied to a specific device
or computer type. The user gets freedom of choice handed back to them.
If they want to add the AmigaDE to their existing computer set up, they
can. If they want to use only the AmigaDE, they can.
The user chooses the activity they want to perform and
the device on which they want to perform that activity. The AmigaDE works
to match activity requirements to device capabilities and provides them
with the optimum experience.
For the content producer, the AmigaDE offers a truly universal
solution: Content can be created only once and then distributed to any
AmigaDE user, irrespective of the device that they are using. As long as
the device has the capabilities to support the content, it will work. No
more having to create different versions of the same content for Windows,
Macintosh and Linux. No more having a great product excluded from the new
Set Top Box and PDA markets. The AmigaDE provides a level playing field
and brings a multitude of smaller, separate markets into one common market
with all the business advantages and opportunities that this entails.
The AmigaDE is a true content environment, allowing users
everywhere on every platform and every device to enjoy great content. In
the home, families can start to build collections of content (everything
from games and productivity applications to digital movies, pictures, music
and documentation) and access this content from any any of the devices
in their home, and ultimately from any device on the planet.
This content will be downloaded from the Internet or across
satellite and cable channels, or by good old fashioned CDs and DVDs and
stored on the individual devices. However, as the family collects more
and more of this digital content, they may want to collect it all together
in a local digital repository, where it can be cataloged, protected and
shared amongst all their digital devices without the hassle of having to
carry CDs or DVDs between rooms or getting into a fight because eldest
son is on the family computer and mother only has the game console.
Amiga intends to solve this problem and thus provide a
complete solution for Digital Living, by offering yet another new product:
the AmigaOS. This is a completely separate product from the AmigaDE and
is not needed in order to enjoy the wonderful benefits of the AmigaDE.
The AmigaOS, together with compliant hardware, will provide
a product that will sit at the heart of the digital home. As a repository,
it will allow the family to store any type of digital content that they
chose, securely and easily accessed. As a server, it will allow the family
to move that content to any device within the digital home, and beyond
if they so desire, guaranteeing optimum delivery quality at all times.
As a gateway, it will provide a single source of entry for all digital
content into the home, providing protection from attacks and incursions,
allowing parents to control access to external content and consolidating
all digital paths.
For the majority of digital families, the AmigaOS device
will sit out of the way, requiring minimum maintenance whilst quietly and
efficiently enhancing their digital experience. For those interested in
a new level of multimedia experience however, the AmigaOS device can also
be used as a powerful computer in its own right, and it comes with the
additional advantage of the AmigaDE running co-operatively on it, providing
direct access to the content that it is also busy serving to other AmigaDE
enabled devices in the home.
The world is changing. The way people work, the way they
play, the way they communicate, the way they shop and the way they produce
and consume. The very act of living itself is moving forwards to a new
age. Amiga understands this change; indeed, it has been at the forefront
of it since 1984 when it introduced the world to multimedia for the very
first time.
With its two new products, the AmigaDE and the AmigaOS,
people no longer have to stumble over incompatible products and disappointing
content. On their own, these two products offer outstanding performance
and value for money. Together, they mark the beginning of Digital Life.
For those interested in using an AmigaOS device as a computer,
or for a more technical explanation of the Amiga strategy, please click
here
for Part 2 of the Technical Update.
Click here for Spanish translation (en Español)
© 1996-2001 Amiga, Inc.
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