Public Resource Network: Difference between revisions
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* Distribution Engine | * Distribution Engine | ||
** Alerts automated vehicles to retrieve and deliver materials or products | ** Alerts automated vehicles to retrieve and deliver materials or products | ||
2. Common Land. (i.e. La Via Campesina and Rajastan) | 2. Common Land. (i.e. La Via Campesina and Rajastan)<br> | ||
3. Materials Commons. Free material for product construction. (i.e. Freecycle) Start with dumps before exploring extraction. | 3. Materials Commons. Free material for product construction. (i.e. Freecycle) Start with dumps before exploring extraction.<br> | ||
4. Industrial Commons. Places to go to make, learn, or have them made (i.e. Open Source Ecology and Wikispeed) | 4. Industrial Commons. Places to go to make, learn, or have them made (i.e. Open Source Ecology and Wikispeed) <br> | ||
5. Transport Commons. Automated vehicles use roads built to last. (i.e. the free course: CS373 - PROGRAMMING A ROBOTIC CAR) | 5. Transport Commons. Automated vehicles use roads built to last. (i.e. the free course: CS373 - PROGRAMMING A ROBOTIC CAR) | ||
Revision as of 09:42, 23 March 2012
Wouldn't it be nice to have a SimCity for real? Already we have a publicly curated resource of knowledge, like Wikipedia, freely available. If you are looking for a place, you can search the web and find it on a map, with an address at least, but not much more information than that. A web that describes more detail about a physical space and the objects within it begins to outline the concept of a Public Resource Network.
Let's look at private land, for example. When details about the space are of public interest, owners can put the space online, by placing cameras to view the area and sensors to track and model the space, so that useful processes happening on the site, such as a combined technique for fish farming and aquaponic agriculture, can be visually modeled, point-by-point how-to instructions well enough to be applied most anywhere in the world. In this way, when looking at a virtualized physical space on the web we can see for instance that people picking tomatoes pick alot for very little in return or that a local car manufacturer produced a sports car you designed, slightly modified, for someone else that fancied your design.
Public resource networks apply social networking technologies presently used by Facebook, visually modeling a physical space, enabling viewers or users to make changes to the virtual model from the web much like TinkerCAD, expecting a change to the material space, like applying the concept of Thingverse, presenting focused on at home 3d printing, applied not just at home but to the world, will mean a suggestion or demand to an open space such as: I'd like to see an engraver here, so I can not only make spoons and forks, but have mom's name engraved on it, done so with a crowdsourcing option to fulfill that dream if others really want it.
Below are a few categories that make a Public Resource Network.
Areas to model
Where are things made and what makes things and how?
- Space
- Skills/Instructions
- Materials
- Tools
- Products/Outcomes
See: Holistic Problem of Manufacturing
Requirements for a Post-Monetary Public Resource System
1. Public Resource System. Like Freecycle meets Facebook, but better than both comprising of
- Production Engine
- Provides a design platform to create a novel design or uses ready-made designs
- Determines where product and product parts are made
- Distribution Engine
- Alerts automated vehicles to retrieve and deliver materials or products
2. Common Land. (i.e. La Via Campesina and Rajastan)
3. Materials Commons. Free material for product construction. (i.e. Freecycle) Start with dumps before exploring extraction.
4. Industrial Commons. Places to go to make, learn, or have them made (i.e. Open Source Ecology and Wikispeed)
5. Transport Commons. Automated vehicles use roads built to last. (i.e. the free course: CS373 - PROGRAMMING A ROBOTIC CAR)