a mythbuster and more discuss the rise of the makers
by：QY Precision 2019-10-10
Over the past 15 years, manufacturers have walked from the garage to the prime locationtime. I sat down with Jamie Heyman of Mythbusters and Dale Doherty of Make magazine, depicting this incredible revolution. On November 15, 2001, Microsoft released the new XBOX video game platform. Everyone thinks this is just a bold new step in the field of video games, and in fact, it has planted the seeds that will flourish and enter a new era of self-made innovation. What makes XBOX funny is that under the cover it\'s just a PC, not a custom one Engineering Computer. The relatively familiar nature of this architecture means that one can understand how it works and distort it into what it is not intended to be. The man is Huang Bangni. Huang bought a cheap video game machine and started revising it to explore what it could do. He built the USB adapter, installed the led, and reverse-engineered the security model. His real achievement is to black out Microsoft\'s black box so that it can run Linux. - Our friends in Redmond are not particularly happy with this. The result is a legal struggle to determine whether such an activity is acceptable in the eyes of the law under a warning of an invalid guarantee. As lawyers for the Digital Millennium Copyright Act (DMCA) It can be used to prevent this modification. a more interesting phenomenon is happening . . . . . . Hardware hackers, also known as manufacturers, are becoming an interconnected global community. In the early days, we have seen manufacturers move from self-made stores to excellence in the minds of engineers, entrepreneurs and consumers. This growth has led to the industry aimed at serving manufacturers, providing 3- Printing, CNC, drone, robotics, embedded computing, and more power new, creative and surprising innovations around the world. When Huang Guangyu was playing XBOX, two such little experts were preparing to start a new TV show, which was not scheduled to be perfect ---Mythbusters. Under the leadership of the hard-to-imitate Jamie Heineman and Adam Savage, the mythical vandal has created 14 seasons, international successes and multiple tours around the world. I sat down with Jamie Heineman to find out what he thought about the rise of the manufacturer. It\'s an understatement to say that Heyman has an interesting background. He grew up on the farm, received a degree in Russian Linguistics, worked as a chef, and worked in licensed diving and sailing business in the Caribbean for several years. But in the end, he was not satisfied. So he decided to take bold action to pursue his interest in film effects, and later he founded the M5 industrial company to work for movies like Disney\'s drooling, with only monkey bones and home. While his new career satisfies his interest, it also provides a playground for making things. \"When I stepped into the door, I found myself in a shop where there was anything you wanted to build, not just static objects, like, you had the idea, you have this thing. \"I just exploded, it was a pig and I never looked back,\" Hayman said . \". Heineman\'s interest in building things is not new. Like many people, his passion starts at school, but like many young creators, it\'s not the coolest interest. \"When I was at school, the store class was where the kids who had nothing to do with the books went,\" Hyneman said . \". \"Over time, store classes disappear or are marginalized in the United States. I really don\'t know why. Now there\'s 3- The printer and CNCs, the store got a new glow. There is no doubt that the growth of tools has made it easier for people to access. In recent years, a large number of tools have been developed for all elements of the manufacturing process. This includes 3- D printers promoted by RepRap and MakerBot for custom engineering cases and parts. There are low-cost programmable computers such as Raspberry Pi and Arduino, many of which include a large number of sensors such as buttons, optical sensors, optical sensors, gyro, accelerometer, thermometer, motion sensors and so on. We see CNC machines, digital modeling tools, compiler and software development kits, small profile flash memory, low cost cameras, cloud, and more. Heyniman believes that part of the growth in the manufacturer revolution is due to these tools. \"They have opened a variety of doors and it is experiencing the same explosive growth as mobile technology. He continued, \"We see robots moving into all areas and becoming accessible, and only the most stubborn people in the past were exposed to this tedious thing. Robots are no longer as fancy as they are now, but as common as mobile phones and laptops. \"When I asked if Heyman had specific technology that was more exciting than others, he said his views were more comprehensive than picking the favorite thing. \"I\'m excited about all the technology. \"None of them exist,\" he said . \". \"This is the greatness of the creator movement, and all these things that allow us to build, invent, experiment are fed back to each other and to ourselves to help us become more active in our world, and how we interact with it. \"Although the tools in the manufacturer\'s store have become cheaper, smaller and more accessible than ever before, the tools are only part of the manufacturer\'s story. We have also seen an increase in knowledge and community. Back in 2006, I was invited to an event called FooCamp for a unique gathering in the tech community. This was hosted by O\'Reilly, who published two of my books and held them in his office in Sebastapol, California. I first met Dale Doherty at FooCamp. While hardware hackers like Huang and Hyneman are a bit curious in the tech world, Doherty sees an opportunity to create a magazine that shows incredible manufacturers and their inventions, and provide readers with a blueprint for creating new things. So Make magazine was born. Make magazine soon became a connected organization for the manufacturer\'s movement in a similar way, with 2600 magazine bringing together the world of hackers. Soon, a community of manufacturers was formed around the world, connected over the Internet, created and built their own tools, and demonstrated their efforts in Make magazine. Doherty and I shared some of his thoughts on developing the manufacturer movement over the past decade. \"There are people who are fixing it, but it does seem to be moving from the edge of society to the mainstream,\" he said . \". While Doherty agrees with Heineman that the tool makes it easier to obtain, he believes it goes further. \"All these changes are converging and make more people think they are creators,\" said Doherty . \". \"Think about PCs and mainframes. Few of us think of ourselves as computer scientists, but we know how to use computers and how to make them do things that we find valuable in our lives. \"From Doherty\'s point of view, this feeling is like a manufacturer and an accessible element that is part of the manufacturer\'s culture is crucial in its growth. \"The key is not just technology --- \"This is a community of manufacturers who are doing projects and sharing them,\" he said . \". \"This is the source of the manufacturer culture and the sense of agency --- Hey, I can. - Promote this culture. There is nothing wrong with Doherty, and the evidence proves that. While Make magazine has helped promote and showcase Make, global communities are growing rapidly around the world. This has led to special events around the world called Maker Faire, where manufacturers come together to showcase their work, share ideas and technologies, and more. Manufacturer Faire grew up in Make magazine when readers and other manufacturers had a natural interest in face-to-face cooperation. A year after Make was released, Faire, the first manufacturer, was held in San Mateo. It includes six Exhibition and Seminar pavilions, over 100 manufacturers, as well as workshops, presentations and competitions. The event has been a success and has inspired more makers around the world. For example, in 2013 alone, 100 manufacturers participated in the event in China, Japan, Israel, Australia, Spain, the United States and other countries. K. Italy, Ireland, Scotland, Chile, France, Norway, Canada and the Netherlands. Not surprisingly, the rise of manufacturers has had a huge impact on innovation. While the Internet has interest in building software and web applications, the passion for building physical things has fallen behind for years. The manufacturer changed it all. This has led to an extraordinary era in which inventors and innovators combine computing perfectly (e. g. Raspberry Pi/Arduino and its sensors), software ( Linux/open source/SDKs) Manufacturing (3-D Printing/CNC), and data (e. g. Amazon Web Services/big data). What is still missing is the ability to put the creator\'s creation in the hands of others. This was changed by Kickstarter. Provided by Chen Pei, Yanxi Strickler, Charles Adler in 2009, Kickstarter offers a simple concept. Anyone can propose a project that requires a certain level of funding that ordinary consumers can sponsor. If the financial target is met, the money is paid; If not, no one pays a penny. Kickstarter and later Indiegogo basically created app stores for manufacturers and inventors. I encourage all of you to look at the scope of the projects on Kickstarter and Indiegogo looking for funding; The level of innovation is the mind --blowing. Doherty believes that this crowdfunding model plays a vital role in the development of the maker movement. \"It\'s really important. \"Last year, Kickstarter told us that 10% of Maker Faire\'s manufacturers launched a campaign that raised a total of $23 million,\" he said . \". \"Last month, I was in Maker Faire in Shenzhen, and every Chinese manufacturer with a product has a Kickstarter. \"This means that manufacturers can get a small amount of capital to start product development,\" said Doherty . \". \"But perhaps the most important thing crowdfunding does is to help develop a product Community --- Even before the product existed. \"At the heart of the maker revolution is inspiring young people, a core element of creativity, exploration, social engagement and sharing. Manufacturing digs the heart of what makes people tick in a strange way, and more people are children. \"The kids are really excited about the opportunity to make money,\" said Doherty . \". \"We saw all these kids at Maker Faire and I think their parents know what it means to their kids and want to encourage them. Doherty believes that the production provides hands Experience learning. \"It reflects how children learn best and they have the motivation to do it,\" he said . \". Doherty hit the nail on his head. With the growth of internet and online knowledge, we see children learning in a more experienced way. Whether it\'s the wild world of post-90 computer graphics demos or building weird and magical things in my world today, kids love to learn by doing it. Doherty believes that this provides an opportunity but needs to be used. \"We need to provide venues in schools and libraries so that children have access to tools, materials and guidance --- And can be developed as a manufacturer. Heyniman, who has the same passion as the children, believes that these tools open many doors that have never existed before. \"3D robots and others provide very open source and accessible ( User friendly and not too expensive) \"The way to get into any remote control,\" he said . \". \"These things are not just about programming, they involve a series of processes and materials that open the door to a variety of other things that people use every day. \"The future has been open for the last 20 years, and as a temporary observer of the manufacturer\'s movement, it has always impressed me, and as outlined earlier, manufacturers have shown the most wonderful elements of humanity: exploration, social participation and sharing. However, sharing is one of the most important. If we look at the history of the rise of creators, sharing and openness play a key role. Whether it\'s the openness of software, standards, knowledge, tools, or even presentation, sharing and openness are a common theme. Back in the first few years of the new millennium, when Huang invaded the XBOX, his efforts demonstrated the natural tension between open and closed philosophy. Huang is eager to publicly share his methods, his code and results. This is in sharp contrast to Microsoft, one of the main supporters of closed proprietary systems. The manufacturer movement, with openness at its core, has driven the philosophy of most manufacturers. Doherty also agrees with this philosophy. \"The open and closed system seems to be the correspondence of the universe,\" he said . \". \"I believe we will always have both. Perhaps a closed system is better for some business enterprises. However, open systems are necessary and I think they can thrive even while competing with closed systems. He concluded, \"the maker movement is based on an open ecosystem in which the open source project provides standard components such as Arduino. Openness means that anyone can play and contribute. Hyneman goes further: \"Open source and open hardware will happen in one way or another. People might as well embrace it and ride the wind and waves. If they do not, they will be left behind. Both Heineman and Doherty were on the scene. Part of the reason for the manufacturer Revolution is a sense of openness, community and sharing. Who knows what will happen next, but one thing is for sure: we will all watch the manufacturer\'s experiments, explorations and creations at every step of the way.