Showing posts with label fabbers. Show all posts
Showing posts with label fabbers. Show all posts

14 January 2011

Fabbers: Mega-Damage by Micro-Patents

As my occasional postings on the subject indicate, one area that fascinates me is that of fabbers, aka 3D printers. One reason is that they effectively make our analogue world digital, in the sense that they allow 3D objects to be captured as digital representations, and then printed out. The other reason - a consequence of the first - is that by producing these representations, they transport many of the trickiest digital issues into the analogue domain. But more of that anon.

Of course, I'm not the only person to have noticed that the world of fabbers has the potential to bring the same kind of disruption to the analogue world that computers and the Internet have brought to the digital sphere. One benefit of this growing appreciation is that there are more resources available about 3D printers and related areas, and that they are becoming richer as the field grows.

A good example is a new report commissioned by the White House Office of Science and Technology Policy [freely available as pdf]. Indeed, I'd say that it probably represents the best single introduction to this whole field.

One virtue is comprehensiveness. As well as covering areas like fabbers (my own personal interest), it also discusses desktop milling machines; laser cutters and engravers; sewing and embroidering machines; and desktop circuit makers. It has a handy run-down of the main companies active in this area, including makers, aggregators and designers; and a detailed examination of the advantages and uses of desktop personal manufacturing devices. It is particular strong on the importance of educating the younger generation in these technologies - rightly so, since these will be the tools with which they will shape and build their world.

But for me, the most interesting part - because most problematic - is that which touches on the legal issues surrounding this rapprochement of the analogue and digital ways:


In our long tail world of media and information, files containing digital music, content, video, artwork, and data are easily copied. As a result, chasing down copyright violators of digital works has become as unproductive as chasing after a cloud of gnats. Preventing copyright and patent violations in the world of electronic blueprints and small-scale manufacturing machines will be equally challenging. The personal fabrication process spans both the digital and physical worlds and involves two components that involve intellectual property issues: the electronic blueprints and the resulting physical object. While one can protect a digital blueprint using digital rights management, this approach offers only a partial solution, since once the electronic blueprint is put to work fabricating physical objects, it can be used to produce as many objects as the maker wants to make. The resulting physical objects, unlike a music file, cannot be digital signed.

The report boldly suggests a way of handling some of these problems, encapsulated as one of its recommendations:

13. Explore micropatents as a smaller, simpler, and more agile unit of intellectual property

Here's its explanation of the concept:

An inventor would submit, for a few hundred dollars, a document describing their invention to a centralized government micro-patent repository. The document would be time-stamped and immediately publicly released, without having to be subject to the traditional tests of novelty, utility and non-obviousness. The inventor’s micro-patent application would claim very few fields of use, perhaps there could even be a mandatory limit on scope to qualify as a micro-patent. By filing this document, the inventor would immediately be granted an implicit, short-term (say 5 year) exclusive right to her new disclosed idea, as long as the idea was not already disclosed publicly earlier. Only in the case of alleged infringement, would intellectual property experts, lawyers, and the judicial system be brought to bear on the case with all the costs, time and complexities involved.

The key idea here is to offer "simple, agile and cost-effective intellectual property protection"; that is, making it easier to obtain patents, albeit lightweight ones. But in doing so, it will remove one of the few remaining barriers to patent applications, which inevitably will mean that every patent troll in the world will file thousands of trivial claims, since it will take so little effort or money to do so. It will give rise to the equivalent of patent spam.

Worse, these patent spammers will then proceed to sue huge numbers of inventors - and users - of objects made using fabbers. In fact it will become exactly like the world of copyright today, where tens of thousands of letters are sent out to alleged infringers, threatening to sue them but offering them a special "low-cost" way of settling.

Even more damaging, such a lightweight system will create a patent thicket around objects made with personal manufacturing systems that even nanotechnology will be unable to pierce. Again, we already have an all-too concrete example of what happens when it is easy to obtain patents for key ideas that are often indispensable for all users, in the world of software.

Before software could be patented, programmers wrote software by drawing on the commons of software techniques - and adding to that commons themselves. They didn't need to worry about "infringing" on someone's idea, because you couldn't get patents on ideas - just copyright on implementations of those ideas.

Now, with software patents being awarded in increasing numbers, things are so bad that it is probably impossible to write any non-trivial program without nominally infringing on someone's patent. That proliferation has led to dense software patent thickets, most notably in the world of mobile phones, where multiple companies are suing each other, wasting valuable resources that could have been devoted to creating more innovative products, not paying lawyers' bills.

The example of software shows us that patents simply do not work when applied to the digital realm. Indeed, the software industry spends far more money litigating software patents than it actually earns from licensing them. The fascinating book “Patent Failure: How Judges, Bureaucrats, and Lawyers Put Innovators at Risk” by James Bessen and Michael Meurer (Princeton University Press, 2008) quantifies this: the aggregate annual patent profits for software in the US were $100 million for the years 1996-9; the aggregate litigation costs for the same period were $3,880 million. There is no evidence that things are any better now.

It would be utter folly to import the worst features of the existing digital world into the new one that is emerging. Micro-patents will not foster progress and innovation: they will actually make things worse than the current situation, hard though that may be to believe.

The only solution is to have not "micro"-patents, but the limiting case where the size of the patent tends to zero - that is, none at all. Then, companies and inventors would compete not on the underlying ideas (which patents try to capture and monopolise), but on their *implementation* of them.

As well as avoiding patent gridlock, this also addresses issues of copying and counterfeiting, since people will pay more for otherwise identical products when they come provably from a trusted supplier, and also of safety, since it rewards better-quality products (not just patented ones).

As such, it's patently better than "solutions" based on intellectual monopolies that won't ever work (as proved by copyright and its attendant legislation, which have failed to stem the flood of shared music and video files in the slightest) and will actually lead to a net loss for companies forced to deploy them (as software patents and their thickets demonstrate). (Via Shapeways.)

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04 June 2008

Fab(bers)

And talking of fabbers, this is cool (and open source):

Adrian (left) and Vik (right) with a parent RepRap machine, made on a conventional rapid prototyper, and the first complete working child RepRap machine, made by the RepRap on the left. The child machine made its first successful grandchild part at 14:00 hours UTC on 29 May 2008 at Bath University in the UK, a few minutes after it was assembled.

That is, a fabber that can replicate itself....

Can the singularity be far behind?

Hacking the Analogue

This digital stuff is all very well, but how can you hack it? Well, maybe along the lines of these hackable T-shirts:

C-Shirt shirts each come with a scannable little QR (Quick Response) code in the corner. If you see a C-Shirt that you like, worn by someone walking around town, you can scan the QR code with your mobile phone. (Especially if you're in Japan where people scan QR codes with their phones all the time.) Your phone then captures the shirt's unique URL on the Nota website, where you can load it up and edit the design however you like.

Each design is given a Creative Commons license (that's what the C stands for) according to the wishes of the creator. Once you've got it how you like it, you can have it shipped to you just like any other T-shirt website would do.

So this is how it would work.

Hackable (physical) objects that had digital blueprints would display (discreetly) the QR code, allowing you to download the blueprint and hack it, before uploading it to the supplier. All we need are some fabbers....

03 November 2007

Open Source Hardware: A Meme That Won't Die

Open source hardware is nice in theory, but currently self-contradictory in practice. The key thing about open source is that it's generated by code, and the code can be hacked. The same is true of open content, open data, open genomics and the rest. Until they come out with better fabbers whose underlying generative code is both available and hackable, we're doomed to pale imitations of true open source hardware.

In the meantime, Bug Labs has come up with a fun waystation on the road to that end goal:

BUG is a collection of easy-to-use, open source hardware modules, each capable of producing one or more Web services. These modules snap together physically and the services connect together logically to enable users to easily build, program and share innovative devices and applications. With BUG, we don't define the final products - you do.

Note that one key open source feature that you can reproduce in hardware is modularity, and indeed it's key to Bug's approach. And in a real sense, Bug has its heart in the right place:

BUGbase is the foundation of your BUG device. It's a fully programmable and "hackable" Linux computer, equipped with a fast CPU, 128MB RAM, built-in WiFi, rechargeable battery, USB, Ethernet, and a small LCD with button controls.

15 January 2007

This is the House the Fabbers Built

More signs that the fabbers are marching towards us from the future - this time, building houses as they go:

It involves computer-controlled robotic nozzles which pipe quick-drying liquid gypsum and concrete to form walls, floors and roofs.

Inspired by the inkjet printer, the technology goes far beyond the techniques already used for prefabricated homes. “This will remove all the limitations of traditional building,” said Hugh Whitehead of the architecture firm Foster & Partners, which designed the “Gherkin” skyscraper in London and is producing designs for the Loughborough team. “Anything you can dream you can build.”

The robots are rigged to a metal frame, enabling them to shuttle in three dimensions and assemble the structure of the house layer by layer.

(Via Slashdot.)

05 January 2007

Open Fabbers Made Easy

I've written before about open fabbers - effectively 3D printers that can make anything - and how it's crucial for there to be open versions of this important technology. But openness isn't enough: a design that was open but still cost millions to implement wouldn't have much practical impact. What are needed are open designs that are low-cost and relatively easy to construct.

A hint of the kind of thing that may be possible can be found in this video. It shows a mini-fabber that produces cars - Lego cars to be precise. But what's really interesting is that the fabber itself is made largely out of Lego. There's more on this project and on related issues in a fascinating post at Open the Future.

11 December 2006

Towards the Bio-Fabber

One of the reasons I think copyright issues regarding text, images, music etc. are important is that they are a foretaste of when things will get really interesting, in two quite separate spheres.

The first is that of virtual worlds, where everything is digital, and therefore potentially able to be copied. The CopyBot incident in Second Life was a hint of what is to come there. Perhaps even more disturbing is the second: once three-dimensional fabbers are perfected and become cheap, and you can start copying physical objects, so-called real-world economies are going to have a lot of problems.

But it looks like there's a stage even beyond that. New Scientist reports that a kind of Bio-Fabber is already in the early stages of development:

An inkjet device that prints tiny “bio-ink” patterns has been used to simultaneously grow two different tissues from the stem cells of adult mice. Surgeons could one day use the technology to repair various damaged tissues at the same time, the researchers say.

Now, put together copyright with issues of privacy and identity....

Update: Here's a rather deeper meditation on the same subject, with a rather wittier title: "Bioprinters vs. the Meatrix".

27 November 2006

More Fab Open Source Fabbers

I wrote about an open source fabber recently, and now here's another one, the RepRap:

The difference with RepRap, which is the size of a fridge, is that the ideas behind it are not owned by anyone. Dr Bowyer's vision is a machine that can be made, adapted and improved by its users. "I did not want an individual, company or country to make money from this," he said.

If Dr Bowyer's vision is realised there could be profound implications for the global economy. Instead of large companies manufacturing large numbers of consumer goods and distributing them to shops, consumers would buy or share designs on the internet, manufacturing items on their own replication machines.

If you want the code, Matthew Aslett has dug it out, as well as the RepRap's home page. One of the coolest aspects of the RepRap is that it can make its own parts.

Think about it.

02 November 2006

Open Source Fabbers

People whose opinion I respect think that 3D printing machines, which allow you to "print" an object in layers, just as ordinary printers allow you to output images a dot at a time, are going to be big. As in enormous. So clearly it's important that such "fabbers", as they are also known, are available to all and sundry, to use in any way they want. Which also means, by implication, that we must have open source fabbers.

Happily, there's already such a project:

Fab@Home is a website dedicated to making and using fabbers - machines that can make almost anything, right on your desktop. This website provides an open source kit that lets you make your own simple fabber, and use it to print three dimensional objects. You can download and print various items, try out new materials, or upload and share your own projects. Advanced users can modify and improve the fabber itself.

Fabbers (a.k.a 3D Printers or rapid prototyping machines) are a relatively new form of manufacturing that builds 3D objects by carefuly depositing materials drop by drop, layer by layer. Slowly but surely, with the right set of materials and a geometric blueprint, you can fabricate complex objects that would normally take special resources, tools and skills if produced using conventional manufacturing techniques. A fabber can allow you explore new designs, email physical objects to other fabber owners, and most importantly - set your ideas free. Just like MP3s, iPods and the Internet have freed musical talent, we hope that blueprints and fabbers will democratize innovation.

While several commercial systems are available, their price range - tens of thousands, to hundreds of thousands of dollars - is typically well beyond what an average home user can afford. Furthermore, commercial systems do not usually allow or encourage experimentation with new materials and processes. But more importantly, most - if not all - commercial system are geared towards making passive parts out of a single material. Our goal is to explore the potential of universal fabrication: Machines that can use multiple materials to fabricate complete, active systems.

Sounds positively, er, fab. (Via Open the Future.)

21 July 2006

Open Source Planes

First cars, then trains, now planes. New Scientist is reporting that it is now possible to create almost an entire plane by "printing" the components:

In rapid prototyping, a three-dimensional design for a part - a wing strut, say - is fed from a computer-aided design (CAD) system to a microwave-oven-sized chamber dubbed a 3D printer. Inside the chamber, a computer steers two finely focussed, powerful laser beams at a polymer or metal powder, sintering it and fusing it layer by layer to form complex, solid 3D shapes.

Two things are interesting here. First, this is precisely what Michael Hart, the founder of Project Gutenberg, has been predicting for years. Indeed, he sees Project Gutenberg, which essentially lets you print your own books, as just the first, quite small step in the next industrial revolution, where physical objects will be printed routinely.

Secondly, note that the parts are printed under the control of a software program. So if the program and the data are open, this means that effectively the physical object will also be open. As usual, openness brings with it all the usual advantages of speed and lack of redundancy - you can re-use parts or parts of parts in other designs to create quickly entirely new objects.