Showing posts with label democratising innovation. Show all posts
Showing posts with label democratising innovation. Show all posts

02 March 2007

Microsoft Patents "Lack Significant Innovation"

Now here's an interesting little cross-cultural spat:

The European Commission has warned Microsoft that it could impose further penalties in its ongoing antitrust case against the software giant.

The EC claimed on Thursday that Microsoft wants to charge too much for interoperability protocol licences that enable third-party software vendors to develop software compatible with Windows servers. In a damning statemement, the EC claimed that the protocols "lack significant innovation", even though Microsoft has been awarded patents on much of the technology in question.

And what's Microsoft's response? Why, to go running to Mummy:

Microsoft general counsel Brad Smith responded that other government agencies had found "considerable innovation" in Microsoft's protocol technology.

"US and European patent offices have awarded Microsoft more than 36 patents for the technology in these protocols, which took millions of dollars to develop, and another 37 patents are pending, so it's hard to see how the Commission can argue that even patented innovation must be made available for free," said Smith in a statement.

Hey Brad, you don't think this might be because the patent system in many countries is horribly broken, and regularly awards patents for obvious, trivial and otherwise inappropriate ideas? Just a thought.

27 February 2007

Virtually Patent

Here's a fascinating question:

how would you feel as a Second Life resident if a real world company stepped into Second Life and started patenting things left right and centre that you'd already done without their knowledge? The real world companies already have processes and budgets for setting up and defending patents; but being new to Second Life they may not know about what people have made already.

The issue raised here is what should be patentable in Second Life? This is easy, actually: nothing. Everything in Second Life is code; in particular, all the interesting stuff is done using the SL scripting language. Since neither software nor algorithms can be patented (at least in rational parts of the world), this clearly means that nothing in SL can be patented.

And that's right. If you could patent things, then, as the post puts it, things would get crazy:

How would you feel if using a cylinder for a chair was patented? And then a box prim for a chair was patented, and so on. You'd be wading through patents before you even rezzed a prim.

And this is precisely the situation for software in those parts of the world that allow broad software patents. That is, programmers have to worry that unwittingly they are infringing on somebody's "patent" on that code, even if they are simply employing the basic building blocks of programming - the "cylinders".

In what almost amounts to a thought experiment, we see again the absurdity of allowing software - which is essentially just ideas and algorithms - to be patented. All it does is to impeded innovation. And to those who, in the absence of patents, worry about people stealing bits of their code, that's what copyright is for: it protects particular instantiations of ideas in code, not the ideas themselves, which remain freely available to all for further use and development.

It is no coincidence that the GNU GPL - essentially the constitution of free software - depends on copyright law to work. There is no contradiction between free software and copyright - quite the contrary; it is patents and free software that are intellectual matter and anti-matter.

25 February 2007

Someting is Open in the State of Denmark

Good news from Denmark:

On Friday, the Danish Minister of Science, Technology and Innovation, Helge Sander, made a press announcement (Danish) about his plan for following up on the Parliament Resolution 8 months ago.

The implementation plan is presented in a report which suggests that “open standards should be implemented gradually by making it mandatory for the public sector to use a number of open standards when this becomes technically feasible”.

The report identifies an initial sets of open standards as candidates for mandatory use from 1 January 2008 “if an economic impact assessment shows that this will not involve additional costs to the public sector”.

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.)

11 January 2006

In the Vanguard

What is exciting about this piece in the Nigerian newspaper Vanguard (link from Open Access News), is that it puts all the pieces together so well: how open source and open access relate to intellectual property regimes, AIDS, poverty, ecology and - inevitably - global politics.

As the article concludes:

Open the source code of innovation, and we’ll change the planet.

Truly, the way forward.