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Personal Fabrication

机译:个人制作

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While fabrication technologies have been in use in industry for several decades, expiring patents have recently allowed the technology to spill over to technology-enthusiastic "makers". The big question now is whether the technology will further progress towards consumers, which would allow the technology to scale from hundreds of thousands of users to hundreds of millions of users. Such a transition would enable consumers to use computing not just to process data, but for physical matter. This holds the promise of democratizing a whole range of fields preoccupied with physical objects, from product design to interior design, to carpentry, and to some areas of mechanical and structural engineering. It would bring massive, disruptive change to these industries and their users. We analyze similar trends in the history of computing that made the transition from industry to consumers, such as desktop publishing and home video editing, and come to the conclusion that such a transition is likely. Our analysis, however, also reveals that any transition to consumers first requires a hardware + software system that embodies the skills and expert knowledge that consumers lack: (1) hardware and materials that allow fabricating the intended objects, (2) software that embodies domain knowledge, (3) software that embodies the know-how required to operate the machinery, and (4) software that provides immediate feedback and supports interactive exploration. At the same time, sustained success will only be possible if we also consider future implications, in particular (5) sustainability and (6) intellectual property. We argue that researchers in HCI and computer graphics are well equipped for tackling these six challenges. We survey the already existing work and derive an actionable research agenda.
机译:尽管制造技术已在工业中使用了数十年,但最近到期的专利使该技术传播到了技术热情的“制造商”。现在最大的问题是,该技术是否会进一步向消费者发展,这将使该技术从数十万用户扩展到数亿用户。这样的转变将使消费者不仅可以使用计算来处理数据,还可以使用计算来处理物理问题。从产品设计到室内设计,木工以及机械和结构工程的某些领域,这有望使整个物理领域所涉及的领域民主化。这将给这些行业及其用户带来巨大的破坏性变化。我们分析了计算历史中从工业到消费者的类似趋势,例如台式机发布和家庭视频编辑,并得出这样的趋势是可能的。但是,我们的分析还表明,向消费者的任何过渡都首先需要体现用户缺乏的技能和专家知识的硬件+软件系统:(1)可以制造预期目标的硬件和材料,(2)体现领域的软件知识,(3)体现操作机器所需知识的软件,以及(4)提供即时反馈并支持交互式探索的软件。同时,只有我们还考虑未来的影响,尤其是(5)可持续性和(6)知识产权,才能取得持久的成功。我们认为,人机交互和计算机图形学的研究人员具备应对这六个挑战的精良装备。我们调查已经存在的工作,并得出可行的研究议程。

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