个人制造

Patrick Baudisch, Stefanie Mueller
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引用次数: 82

摘要

虽然制造技术已经在工业上使用了几十年,但最近专利到期使这项技术溢出到对技术充满热情的“制造商”手中。现在最大的问题是,这项技术是否会进一步向消费者发展,这将使这项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,还可以处理物理问题。从产品设计到室内设计,再到木工,再到机械和结构工程的某些领域,这将使一系列专注于物理对象的领域民主化。它将给这些行业及其用户带来巨大的、颠覆性的变化。我们分析了计算机历史上从工业向消费者转变的类似趋势,如桌面出版和家庭视频编辑,并得出这样的转变是可能的结论。然而,我们的分析也表明,任何向消费者的过渡首先需要一个硬件+软件系统,该系统体现了消费者缺乏的技能和专业知识:(1)允许制造预期对象的硬件和材料,(2)体现领域知识的软件,(3)体现操作机器所需的专有技术的软件,以及(4)提供即时反馈和支持交互式探索的软件。与此同时,如果我们也考虑到未来的影响,特别是(5)可持续性和(6)知识产权,持续的成功才有可能。我们认为,HCI和计算机图形学的研究人员有能力应对这六个挑战。我们调查已经存在的工作,并得出一个可操作的研究议程。P. Baudisch和S. Mueller。个人制造。基础与趋势©in Human-Computer Interaction, vol. 10, no. 5。3-4, pp. 165-293, 2016。DOI: 10.1561 / 1100000055。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Personal Fabrication
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. P. Baudisch and S. Mueller. Personal Fabrication. Foundations and Trends © in Human-Computer Interaction, vol. 10, no. 3–4, pp. 165–293, 2016. DOI: 10.1561/1100000055.
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