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A hackerspace (also referred to as a hacklab, hackspace , or makerspace ) is a community-operated, often "not for profit" ( 501(c)(3) in the United States), workspace where people with common interests, such as computers , machining , technology , science , digital art , or electronic art , can meet , socialize , and collaborate . Hackerspaces are comparable to other community-operated spaces with similar aims and mechanisms such as Fab Lab , men's sheds , and commercial "for-profit" companies.

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112-642: In 2006 Paul Böhm came up with a fundraising strategy based on the Street Performer Protocol to build Metalab in Vienna , Austria, and became its founding director. In 2007 he and others started Hackerspaces.org, a wiki-based website that maintains a list of many hackerspaces and documents patterns on how to start and run them. As of September  2015 the community list included 1967 hackerspaces with 1199 active sites and 354 planned sites. The advent of crowdfunding and Kickstarter (founded 2009) has put

224-505: A mouse and keyboard devices. Some older consoles such as 1988 Sega Genesis aka Mega Drive and 1993 3DO Interactive Multiplayer , supported optional mice, both with special mice made for them, but the 3DO mouse like that console was a flop, and the mouse for the Sega had very limited game support. The Sega also supported the optional Menacer , a wireless infrared light gun, and such were at one point popular for games. It also support BatterUP ,

336-460: A baseball bat-shaped controller. A controller may be attached through a wired connection onto the console itself, or in some unique cases like the Famicom hardwired to the console, or with a wireless connection. Controllers require power, either provided by the console via the wired connection, or from batteries or a rechargeable battery pack for wireless connections. Controllers are nominally built into

448-460: A fee to Microsoft to register one intent to do so. Since the release of the Nintendo Famicom / Nintendo Entertainment System, most video game console manufacturers employ a strict licensing scheme that limit what games can be developed for it. Developers and their publishers must pay a fee, typically based on royalty per unit sold, back to the manufacturer. The cost varies by manufacturer but

560-494: A few exceptions such as the PlayStation TV and OnLive Game System , are Android -based digital media players that are bundled with gamepads and marketed as gaming devices. Such microconsoles can be connected to the television to play video games downloaded from an application store such as Google Play . Handheld game consoles are devices that typically include a built-in screen and game controller in their case, and contain

672-421: A five–seven year cycle called a generation, with consoles made with similar technical capabilities or made around the same time period grouped into one generation. The industry has developed a razor and blades model : manufacturers often sell consoles at low prices, sometimes at a loss, while primarily making a profit from the licensing fees for each game sold. Planned obsolescence then draws consumers into buying

784-491: A focus of STEM-rich Making. The evolving maker movement has generated interest for its potential role in opening up access to learning and attainment in STEM, with advocates arguing for its “democratizing effects" – with access to a makerspace, “anyone can make... anyone can change the world”. Makerspaces potentially offer opportunities for young people to engage in STEM knowledge and practices in creative and playful ways, where “learning

896-837: A hackerspace is determined by its members. There is a lot of variety in how hackerspaces are organised. Membership fees are usually the main income of a hackerspace, but some also accept external sponsors . Some hackerspaces in the US have 501(c) 3 status (or the equivalent in their jurisdiction), while others have chosen to forgo tax exempt status. University-affiliated hackerspaces often do not charge an explicit fee, but are generally limited to students, staff, or alumni, although visiting guests from other hackerspaces are usually welcome. Some hackerspaces accept volunteer labor in lieu of membership fees, especially from financially limited participants. In addition, some hackerspaces earn income from sponsoring and staffing high-tech flea markets , where members of

1008-471: A handheld unit, though some newer ones allow for separate wireless controllers to also be used. While the first game consoles were dedicated game systems, with the games programmed into the console's hardware, the Fairchild Channel F introduced the ability to store games in a form separate from the console's internal circuitry, thus allowing the consumer to purchase new games to play on the system. Since

1120-402: A licensing agreement to gain access to the console's proprietary storage format for the media as well as to use the console and manufacturer's logos and branding for the game's packaging, paid back through royalties on sales. In the transition to digital distribution, where now the console manufacturer runs digital storefronts for games, license fees apply to registering a game for distribution on

1232-632: A new hackerspace in Nashua, New Hampshire , was shut down by the city after an inspection in 2011. The main issues involved ventilation of heat and toxic fumes; the space was reopened after improvements were made to the building. The difficulties with opening hackerspaces and makerspaces within non-profit organizations , such as schools and public libraries include cost, space, liability, and availability of personnel. Many makerspaces struggle to sustain viable business models in support of their missions. Hackerspace culture may have more demonstrable challenges than

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1344-480: A permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles , which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles. Video game consoles are a specialized form of a home computer geared towards video game playing, designed with affordability and accessibility to

1456-425: A place to share resources for learning. Lately some have reconsidered their roles to include providing resources for hacking and making. Those generally call themselves Library makerspaces . For example, Chattanooga's 4th floor may have been the first use of a library as laboratory and playground for its community. The User Experience (UX) is another public laboratory and educational facility. Or according to Forbes ,

1568-408: A publisher, who contracts with the artist for the work's creation and keeps the donations in escrow, identified by their donors, until the work is released. If the artist releases the work on time, the artist receives payment from the escrow fund. If not, the publisher repays the donors, possibly with interest. As detailed above, contributions may also be refunded if the threshold is not reached within

1680-402: A reasonable expiring date. The assessed threshold also includes a fee which compensates the publisher for costs and assumption of risks. The publisher may act like a traditional publisher, by soliciting sample works and deciding which ones to support, or it may serve only as an escrow agent and not care about the quality of the works (like a vanity press ). In software , source code escrow

1792-564: A rechargeable battery or battery compartment. This allows the unit to be carried around and played anywhere, in contrast to a home game console. Examples include the Game Boy , the PlayStation Portable , and the Nintendo 3DS . Hybrid video game consoles are devices that can be used either as a handheld or as a home console. They have either a wired connection or docking station that connects

1904-514: A rotating basis. Examples of such services include the Xbox network , PlayStation Network , and Nintendo Switch Online . Certain consoles saw various add-ons or accessories that were designed to attach to the existing console to extend its functionality. The best example of this was through the various CD-ROM add-ons for consoles of the fourth generation such as the TurboGrafx CD, Atari Jaguar CD , and

2016-573: A school makerspace inside Shenzhen American International School in 2014, and SZ DIY makerspace organized a school makerspace inside Harbour School. Fab labs are spaces (part of a network initiated by MIT's Center for Bits and Atoms ) whose goal is to enable people to "make (almost) anything". They focus heavily on digital fabrication tools. There are many community art spaces share values with hackerspaces. Some, like AS220 and Haystack Mountain School of Crafts have embraced Fab lab structures to expand

2128-500: A single chip, otherwise known as a system on a chip (SoC), which is a further reduction in size and cost. In addition, consoles tend to focus on components that give the unit high game performance, such as the CPU and GPU, and as a tradeoff to keep their prices in expected ranges, use less memory and storage space compared to typical personal computers. In comparison to the early years of the industry, where most consoles were made directly by

2240-471: A sought-after feature across many consoles that followed. Backward compatibility functionality has included direct support for previous console games on the newer consoles such as within the Xbox console family, the distribution of emulated games such as Nintendo 's Virtual Console , or using cloud gaming services for these older games as with the PlayStation Now service. Consoles may be shipped in

2352-435: A special incentive for its fans. Pack-in games are typically first-party games, often featuring the console's primary mascot characters . The more recent console generations have also seen multiple versions of the same base console system either offered at launch or presented as a mid-generation refresh. In some cases, these simply replace some parts of the hardware with cheaper or more efficient parts, or otherwise streamline

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2464-674: A subject position beyond the common rhetoric that Chinese citizens lack creativity. As a site of individual empowerment, hackerspace and DIY making enable people to remake the very societal norms and material infrastructures that undergird their work and livelihood. The specific tools and resources available at hackerspaces vary from place to place. They typically provide space for members to work on their individual projects, or to collaborate on group projects with other members. Hackerspaces may also operate computer tool lending libraries, or physical tool lending libraries, up to and including creative sex toys in some instances. The building or facility

2576-540: A tradition in Japan, and this had already proven successful in arcade games like Pac-Man . Mario was used to serve as an identity for the NES as a humor-filled, playful console. Mario caught on quickly when the NES released in the West, and when the next generation of consoles arrived, other manufacturers pushed their own mascots to the forefront of their marketing, most notably Sega with

2688-481: A variation of buttons to perform other in-game actions such as jumping or interacting with the game world. Though controllers have become more featured over the years, they still provide less control over a game compared to personal computers or mobile gaming. The type of controller available to a game can fundamentally change the style of how a console game will or can be played. However, this has also inspired changes in game design to create games that accommodate for

2800-454: A variety of configurations, but typically will include one base configuration that include the console, one controller, and sometimes a pack-in game . Manufacturers may offer alternate stock keeping unit (SKUs) options that include additional controllers and accessories or different pack-in games. Special console editions may feature unique cases or faceplates with art dedicated to a specific video game or series and are bundled with that game as

2912-483: Is a publishing model that applies the SPP to source code (often involving existing proprietary software ) which is eventually released under an open source or free software license. Game console A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller . These may be home consoles , which are generally placed in

3024-442: Is a way of making a fundraising pledge as a group of individuals, often involving charitable goals or financing the provision of a public good . An amount of money is set as the goal or threshold to reach for the specified purpose and interested individuals will pitch in, but the money at first either remains with the pledgers or is held in escrow . When the threshold is reached, the pledges are called in (or transferred from

3136-463: Is and for the making”. However, an explicit equity-agenda has been fairly absent in the maker movement, especially as it relates to sustained engagement in making. The movement remains an adult, white, middle-class pursuit, led by those with the leisure time, technical knowledge, experience, and resources to make. Even with the growth of community-based makerspaces, users of these spaces tend to be white adult men. The median salary for those involved in

3248-506: Is legal, Nintendo is recognized to be highly protective of any attempts to emulate its systems and has taken early legal actions to shut down such projects. To help support older games and console transitions, manufacturers started to support backward compatibility on consoles in the same family. Sony was the first to do this on a home console with the PlayStation 2 which was able to play original PlayStation content, and subsequently became

3360-490: Is most often applied to creative works, both for financing new productions and for buying out existing works; in the latter cases, it is sometimes known as ransom publishing model or Street Performer Protocol (SPP). The Street Performer Protocol is a natural extension of the much older idea of funding the production of written or creative works through agreements between groups of potential readers or users. The first illustrated edition of John Milton 's Paradise Lost

3472-414: Is on basic DIY repairs rather than building new things, but there is a similar informal atmosphere of exploration and learning new skills. Bicycle cooperatives are places where people can build or fix bicycles. A place where anyone can use different professional kitchen equipment and try culinary experiments. Street Performer Protocol The threshold pledge or fund and release system

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3584-635: Is rapidly expanding their makerspace resources to include engineering spaces for all undergraduate & graduate degrees as part of their new Coll curricula. Tool libraries generally lack a shared space for making or hacking things, but instead serve as a repository of tools people can borrow for use in their own respective spaces. " Repair cafés " are semipermanent places where people can come together to teach and learn how to fix things. "Repair clinics" are pop-up events without permanent facilities, though they are often sponsored by organizations such as public libraries, schools, or universities. The emphasis

3696-409: Is that traditionally, the subscribers would be among the first to get access and would do so with the understanding that the work would likely always be a "rare" good; thus, there was some status in owning a copy, as well as the prestige of being among the patrons. Additionally, subscriptions were generally sold at a set price, but some wealthy subscribers may have given more in order to be a patron. In

3808-458: Is universally accepted, one breakdown of generations, showing representative consoles, of each is shown below. Home video game consoles are meant to be connected to a television or other type of monitor, with power supplied through an outlet. This requires the unit to be used in a fixed location, typically at home in one's living room. Separate game controllers, connected through wired or wireless connections, are used to provide input to

3920-613: The Bally Astrocade and APF-M1000 using tape drives, as well as the Disk System for the Nintendo Famicom, and the Nintendo 64DD for the Nintendo 64, but these had limited applications, as magnetic media was more fragile and volatile than game cartridges. In addition to built-in internal storage, newer consoles often give the consumer the ability to use external storage media to save game date, downloaded games, or other media files from

4032-535: The Fab lab movement and implementation of similar spaces in universities around the world. Non-Fab-Lab-associated Maker and Hackerspaces are also common. Wheaton College is one school pioneering new Hacker and Maker curriculums and spaces, as is Yale University with spaces like its "CEID". Franklin W. Olin College of Engineering has also pioneered Makerist and Hacker curriculum to great success. The Bioengineering Department at

4144-522: The Magnavox Odyssey and the home console version of Pong , and more recently have been used for retro style consoles such as the NES Classic Edition and Sega Genesis Mini . Dedicated consoles were very popular in the first generation until they were gradually replaced by second generation that use ROM cartridges . The fourth generation gradually merged with optical media . During

4256-542: The Microvision in 1979 and Game & Watch in 1980, and the concept was fully realized by the Game Boy in 1989. Both home and handheld consoles have become more advanced following global changes in technology. These technological shifts include improved electronic and computer chip manufacturing to increase computational power at lower costs and size, the introduction of 3D graphics and hardware-based graphic processors for real-time rendering, digital communications such as

4368-507: The NES Classic Edition , Sega Genesis Mini and also handheld retro consoles such as the Nintendo Game & Watch color screen series. Early console hardware was designed as customized printed circuit boards (PCB)s, selecting existing integrated circuit chips that performed known functions, or programmable chips like erasable programmable read-only memory (EPROM) chips that could perform certain functions. Persistent computer memory

4480-679: The Sega CD . Other examples of add-ons include the 32X for the Sega Genesis intended to allow owners of the aging console to play newer games but has several technical faults, and the Game Boy Player for the GameCube to allow it to play Game Boy games. Consumers can often purchase a range of accessories for consoles outside of the above categories. These can include: Console or game development kits are specialized hardware units that typically include

4592-480: The University of Pennsylvania 's School of Engineering and Applied Science combines their educational lab space with an open Bio-MakerSpace in their George H. Stephenson Foundation Educational Laboratory & Bio-MakerSpace (or Biomakerspace or BioMaker Space), encouraging a free flow of ideas, creativity, and entrepreneurship between Bioengineering students and students throughout the university. William & Mary

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4704-523: The Xbox One family, Microsoft released the mid-generation Xbox One X as a higher performance console, the Xbox One S as the lower-cost base console, and a special Xbox One S All-Digital Edition revision that removed the optical drive on the basis that users could download all games digitally, offered at even a lower cost than the Xbox One S. In these cases, developers can often optimize games to work better on

4816-611: The 1970s and 1980s were about US$ 200−300 , and with the introduction of the ROM cartridge, each game averaged about US$ 30−40 . Over time the launch price of base consoles units has generally risen to about US$ 400−500 , with the average game costing US$ 60 . Exceptionally, the period of transition from ROM cartridges to optical media in the early 1990s saw several consoles with high price points exceeding US$ 400 and going as high as US$ 700 . Resultingly, sales of these first optical media consoles were generally poor. When adjusted for inflation,

4928-480: The Channel F, nearly all game consoles have featured the ability to purchase and swap games through some form, through those forms have changes with improvements in technology. While magnetic storage , such as tape drives and floppy disks , had been popular for software distribution with early personal computers in the 1980s and 1990s, this format did not see much use in console system. There were some attempts, such as

5040-477: The Coleco Telstar , which led other third-party manufacturers, using inexpensive General Instruments processor chips, to make their own home consoles which flooded the market by 1977. The video game crash of 1983 was fueled by multiple factors including competition from lower-cost personal computers, but unregulated competition was also a factor, as numerous third-party game developers, attempting to follow on

5152-461: The Internet, wireless networking and Bluetooth, and larger and denser media formats as well as digital distribution. Following the same type of Moore's law progression, home consoles are grouped into generations; each lasting approximately five years. Consoles within each generation share similar specifications and features, such as processor word size . While no one grouping of consoles by generation

5264-428: The beginning of April to those who have subscribed for them (beautifully copied, and supervised by the composer himself)." Six months later, Mozart complained that it was taking a long time to secure enough subscribers. This was despite the fact that he had meanwhile scored a great success on two fronts:... However, there are a number of differences between this traditional model and the SPP. The most important difference

5376-405: The company itself. Microsoft and Nintendo both use this approach to their consoles, while Sony maintains all production in-house with the exception of their component suppliers. Some of the commons elements that can be found within console hardware include: All game consoles require player input through a game controller to provide a method to move the player character in a specific direction and

5488-447: The company selling the console, many consoles of today are generally constructed through a value chain that includes component suppliers, such as AMD and NVidia for CPU and GPU functions, and contract manufacturers including electronics manufacturing services , factories which assemble those components into the final consoles such as Foxconn and Flextronics . Completed consoles are then usually tested, distributed, and repaired by

5600-552: The comparatively limited controls available on consoles. Controllers have come in a variety of styles over the history of consoles. Some common types include: Numerous other controller types exist, including those that support motion controls , touchscreen support on handhelds and some consoles, and specialized controllers for specific types of games, such as racing wheels for racing games , light guns for shooting games , and musical instrument controllers for rhythm games . Some newer consoles also include optional support for

5712-656: The concept of fully open makerspaces within its agencies as of 2015, the first of which (SpaceShop Rapid Prototyping Lab) resides at NASA Ames Research Center . In general, hackerspaces function as centers for peer learning and knowledge sharing , in the form of workshops, presentations, and lectures. They usually also offer social activities for their members, such as game nights and parties. Hackerspaces can be viewed as open community labs incorporating elements of machine shops , workshops , and/or studios where hackers can come together to share resources and knowledge to build and make things. Many hackerspaces participate in

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5824-425: The concept of learning by doing and peer-to-peer learning processes as opposed to formal modes of learning; sharing, solidarity and cooperation”. Hackerspaces have also been described as physical manifestations of the peer production principles. Large opportunity gaps in science and engineering ( STEM ) persist for youth growing up in poverty, and in particular for African American and Latino youth, and have become

5936-466: The console to install additional functionality, voiding the manufacturer's warranty. Plug-and-play consoles usually come with the console unit itself, one or more controllers, and the required components for power and video hookup. Many recent plug-and-play releases have been for distributing a number of retro games for a specific console platform. Examples of these include the Atari Flashback series ,

6048-583: The console unit to a television screen and fixed power source, and the potential to use a separate controller. However, they can also be used as a handheld. While prior handhelds like the Sega Nomad and PlayStation Portable , or home consoles such as the Wii U , have had these features, some consider the Nintendo Switch to be the first true hybrid console. Most consoles are considered programmable consoles and have

6160-399: The console's design for production going forward; the PlayStation 3 underwent several such hardware refreshes during its lifetime due to technological improvements such as significant reduction of the process node size for the CPU and GPU. In these cases, the hardware revision model will be marked on packaging so that consumers can verify which version they are acquiring. In other cases,

6272-427: The console's design, and will be sold at a high cost to the developer as part of keeping this confidentiality. Newer consoles that share features in common with personal computers may no longer use specialized dev kits, though developers are still expected to register and purchase access to software development kits from the manufacturer. For example, any consumer Xbox One can be used for game development after paying

6384-526: The console. Early iterations of external storage were achieved through the use of flash-based memory cards , first used by the Neo Geo but popularized with the PlayStation. Nintendo continues to support this approach with extending the storage capabilities of the 3DS and Switch, standardizing on the current SD card format. As consoles began incorporating the use of USB ports, support for USB external hard drives

6496-455: The consumer, all related to Moore's law of technological improvements. For the consoles of the 1980s to 1990s, these improvements were evident in the marketing in the late 1980s to 1990s during the "bit wars", where console manufacturers had focused on their console's processor's word size as a selling point. Consoles since the 2000s are more similar to personal computers, building in memory, storage features, and networking capabilities to avoid

6608-570: The copyright and trademark rights to Blender went to the newly created NaN Holding BV. The newly created Blender Foundation campaigned for donations to obtain the right to release the software as free and open source under the GNU General Public License . NaN Holding BV set the price tag at 100,000 euros . More than 1,300 users became members and donated more than 50 euros each, in addition to anonymous users, non-membership individual donations and companies. On October 13, 2002, Blender

6720-511: The creative industries will become increasingly inefficient or unworkable in the future, because of the ease of copying and distribution of digital information. Under the Street Performer Protocol, the artist announces that when a certain amount of money is received in escrow , the artist will release a work (book, music, software, etc.) into the public domain or under a free content license. Interested donors make their donations to

6832-428: The display device. Even with more advanced integrated circuits (IC)s of the time, designers were limited to what could be done through the electrical process rather than through programming as normally associated with video game development . Improvements in console hardware followed with improvements in microprocessor technology and semiconductor device fabrication . Manufacturing processes have been able to reduce

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6944-462: The early 1970s. Ralph H. Baer devised the concept of playing simple, spot-based games on a television screen in 1966, which later became the basis of the Magnavox Odyssey in 1972. Inspired by the table tennis game on the Odyssey, Nolan Bushnell , Ted Dabney , and Allan Alcorn at Atari, Inc. developed the first successful arcade game , Pong , and looked to develop that into a home version, which

7056-446: The escrow fund) and a contract is formed so that the collective good is supplied; a variant is that the money is collected when the good is actually delivered. If the threshold is not reached by a certain date (or perhaps if no contract is ever signed, etc.), the pledges are either never collected or, if held in escrow, are simply returned to the pledgers. In economics , this type of model is known as an assurance contract . This system

7168-732: The extent to which they can be easily used, by anybody, as often or as seldom as desired, for the accomplishment of a purpose chosen by the user”. From a justice perspective, the open access is important because many makerspaces are pay-to-play. Examples of community-based making spaces include GET City and Mt Elliot , both in Michigan. Universities around the world have at different rates embraced educational possibilities of these spaces. Makerspaces provide colleges and universities with an inspirational environment where innovative connections between technology and curriculum can be utilized for experiential teaching and learning activities MIT has pioneered

7280-444: The feature size on chips (typically measured in nanometers ), allowing more transistors and other components to fit on a chip, and at the same time increasing the circuit speeds and the potential frequency the chip can run at, as well as reducing thermal dissipation . Chips were able to be made on larger dies , further increasing the number of features and effective processing power. Random-access memory became more practical with

7392-503: The first in the series of great concertos that he wrote for Vienna, and the first to be published in a printed edition. Initially, however, he followed the usual practice of making them available in manuscript copies. Mozart advertised for subscribers in January 1783: "These three concertos, which can be performed with full orchestra including wind instruments, or only a quattro, that is with 2 violins, 1 viola and violoncello, will be available at

7504-648: The first public library to open a MakerSpace is the Fayetteville Free Library. In response to the misogyny allegedly shown by the brogrammer culture that sees hackerspaces as "male" spaces, Seattle Attic was founded in the summer of 2013, as the first Feminist Hackerspace in the United States. They were soon followed by Double Union , in San Francisco. Their founding came as a result of The Ada Initiative, and their AdaCamp conferences. Which has also led to

7616-931: The formation of FouFem in Montreal , the Mz Baltazar's Laboratory, a start-up organization and feminist hackspace in Vienna, the Anarchafeminist Hackerhive in San Francisco, the Hacktory in Philadelphia and the Miss Despionas in Tasmania, Australia, and myriad others. Some public schools in the US now also include hackerspaces. The first high school to open a true MakerSpace was in Sebastopol, California , and middle schools followed

7728-585: The game. Early examples include the Atari 2600 , the Nintendo Entertainment System , and the Sega Genesis ; newer examples include the Wii U , the PlayStation 5 , and the Xbox Series X . A microconsole is a home video game console that is typically powered by low-cost computing hardware, making the console lower-priced compared to other home consoles on the market. The majority of microconsoles, with

7840-677: The general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, this leads to ubiquitous proprietary formats that create competition for market share. More recent consoles have shown further confluence with home computers, making it easy for developers to release games on multiple platforms. Further, modern consoles can serve as replacements for media players with capabilities to play films and music from optical media or streaming media services. Video game consoles are usually sold on

7952-695: The general public may buy and sell new and used equipment and supplies. There is a loose, informal tradition at many hackerspaces of welcoming visitors from other similar organizations, whether across town or internationally. Free exchange of ideas, skills, and knowledge are encouraged, especially at periodic gatherings sometimes called "build nights", "open door" or "open house" days. Makerspaces are increasingly being included as learning spaces in schools, learning commons , and other educational facilities. Hackerspaces are widely defined on hackerspaces.org as “community-operated physical places, where people can meet and work on their projects”. The exact functioning of

8064-918: The hackerspace occupies provides physical infrastructure that members need to complete their projects. In addition to, most hackerspaces provide electrical power , computer servers , and networking with Internet connectivity. Well-equipped hackerspaces may provide machine tools , sewing , crafting , art fabrication , audio equipment, video projectors , game consoles , electronic instrumentation (such as oscilloscopes and signal generators ), electronic components and raw materials for hacking, and various other tools for electronics fabrication and creating things. Specialized large-format printers , 3D printers , laser cutters , industrial sewing machines , CNC machine , or water jet cutters may be available for members to use. Some hackerspaces provide food storage and food preparation equipment, and may teach courses in basic or advanced cooking. The individual character of

8176-405: The hardware changes create multiple lines within the same console family. The base console unit in all revisions share fundamental hardware, but options like internal storage space and RAM size may be different. Those systems with more storage and RAM would be marked as a higher performance variant available at a higher cost, while the original unit would remain as a budget option. For example, within

8288-423: The hardware lockout chips and sell without paying any royalties to Nintendo, such as by Atari in its subsidiary company Tengen . This licensing approach was similarly used by most other cartridge-based console manufacturers using lockout chip technology. With optical media, where the console manufacturer may not have direct control on the production of the media, the developer or publisher typically must establish

8400-460: The hardware of older consoles that allow games from that console to be run. The development of software emulators of console hardware is established to be legal, but there are unanswered legal questions surrounding copyrights , including acquiring a console's firmware and copies of a game's ROM image , which laws such as the United States' Digital Millennium Copyright Act make illegal save for certain archival purposes. Even though emulation itself

8512-409: The hardware, either by being programmed via the circuitry or set in the read-only flash memory of the console. Thus, the console's game library cannot be added to or changed directly by the user. The user can typically switch between games on dedicated consoles using hardware switches on the console, or through in-game menus. Dedicated consoles were common in the first generation of home consoles, such as

8624-402: The higher density of transistors per chip, but to address the correct blocks of memory , processors needed to be updated to use larger word sizes and allot for larger bandwidth in chip communications. All these improvements did increase the cost of manufacturing, but at a rate far less than the gains in overall processing power, which helped to make home computers and consoles inexpensive for

8736-473: The higher-performance console with patches to the retail version of the game. In the case of the Nintendo 3DS , the New Nintendo 3DS , featured upgraded memory and processors, with new games that could only be run on the upgraded units and cannot be run on an older base unit. There have also been a number of "slimmed-down" console options with significantly reduced hardware components that significantly reduced

8848-437: The incorporation of participants’ cultural knowledge and practices, a focus on new literacies; and valuing multiple iterations and failing-forward; and 4) Expanding the outcomes of making to include agency, identity, and the after-life of maker projects. Cutting across these areas are specific attention to gender and computer science, indigenous epistemologies and maker activities, and how makerspaces may ground STEM-rich making in

8960-442: The later part of video game history, there have been specialized consoles using computing components to offer multiple games to players. Most of these plug directly into one's television, and thus are often called plug-and-play consoles. Most of them are also considered dedicated consoles since it is generally impossible to access the computing components by an average consumer, though tech-savvy consumers often have found ways to hack

9072-464: The limitations of the past. The confluence with personal computers eased software development for both computer and console games, allowing developers to target both platforms. However, consoles differ from computers as most of the hardware components are preselected and customized between the console manufacturer and hardware component provider to assure a consistent performance target for developers. Whereas personal computer motherboards are designed with

9184-508: The lived experiences and wisdom of youth of color and their families and communities. One emerging area of studies examines the production of an equitable culture in making, including in-depth longitudinal cases of youth makers in community settings, how youth and community co-design for equitable learning opportunities and outcomes. Hackerspaces can run into difficulties with building codes or other planning regulations, which may not be designed to handle their scope of activities. For example,

9296-548: The maker movement in the US is $ 103,000, with 97% of those who go to Maker Faires having college degrees (and 70% have graduate degrees). Only 11% of the contributions to Make Magazine (the periodical credited with launching the Maker Movement) are female. Thus, as the maker movement has become formalized, the powerful knowledge and practices of communities of color or of low-income communities have not yet become central to its discourse. Emerging research has begun to address how

9408-506: The maker movement might address equity concerns broadly. There is recent research in this area, which is challenging the field to consider new directions in the design of maker spaces, in maker space programming and pedagogies, and in how to make sense of the outcomes of making. These include: 1) Expanding what counts as making; 2) Design of makerspaces that foster an open, flexible and welcoming atmosphere to youth; 3) Maker space programs and pedagogies that support an equitable culture of making,

9520-419: The means for the player to switch between different games. Traditionally, this has been done by switching a physical game cartridge or game card or by using optical media . It is now common to download games through digital distribution and store them on internal or external digital storage devices. Some consoles are considered dedicated consoles , in which games available for the console are "baked" onto

9632-618: The median household income, based on the United States Census data for the console's launch year. Since the Nintendo Entertainment System, console pricing has stabilized on the razorblade model , where the consoles are sold at little to no profit for the manufacturer, but they gain revenue from each game sold due to console licensing fees and other value-added services around the console (such as Xbox Live ). Console manufacturers have even been known to take losses on

9744-490: The modern Street Performer Protocol, each funder chooses the amount they want to pay, and the work is released to the public and freely reproduced. In 1970, Stephen Breyer argued for the importance of this model in " The Uneasy Case for Copyright ". The Street Performer Protocol was successfully used to release the source code and brand name of the Blender 3D animation program. After NaN Technologies BV went bankrupt in 2002,

9856-571: The needed tools for free after validating the small development size and needs of the team. Similar licensing concepts apply for third-party accessory manufacturers. Consoles, like most consumer electronic devices, have limited lifespans. There is great interest in preservation of older console hardware for archival and historical purposes, as games from older consoles, as well as arcade and personal computers, remain of interest. Computer programmers and hackers have developed emulators that can be run on personal computers or other consoles that simulate

9968-417: The needs for allowing consumers to add their desired selection of hardware components, the fixed set of hardware for consoles enables console manufacturers to optimize the size and design of the motherboard and hardware, often integrating key hardware components into the motherboard circuitry itself. Often, multiple components, such as the central processing unit and graphics processing unit, can be combined into

10080-558: The next console generation. While numerous manufacturers have come and gone in the history of the console market, there have always been two or three dominant leaders in the market, with the current market led by Sony (with their PlayStation brand), Microsoft (with their Xbox brand), and Nintendo (currently producing the Switch console). Previous console developers include Sega , Atari , Coleco , Mattel , NEC , SNK , Fujitsu , and 3DO . The first video game consoles were produced in

10192-436: The price of consoles has generally followed a downward trend, from US$ 800−1,000 from the early generations down to US$ 500−600 for current consoles. This is typical for any computer technology, with the improvements in computing performance and capabilities outpacing the additional costs to achieve those gains. Further, within the United States, the price of consoles has generally remained consistent, being within 0.8% to 1% of

10304-547: The price they could sell the console to the consumer, but either leaving certain features off the console, such as the Wii Mini that lacked any online components compared to the Wii , or that required the consumer to purchase additional accessories and wiring if they did not already own it, such as the New-Style NES that was not bundled with the required RF hardware to connect to a television. Consoles when originally launched in

10416-470: The production of game cartridges with its lockout chips and optical media for its systems, and thus charges the developer or publisher for each copy it makes as an upfront fee. This also allows Nintendo to review the game's content prior to release and veto games it does not believe appropriate to include on its system. This had led to over 700 unlicensed games for the NES, and numerous others on other Nintendo cartridge-based systems that had found ways to bypass

10528-405: The range of media represented in their spaces to include digital fabrication tools. There are also community-based makerspaces focused on open-access to allow community members to address community-based problems. For example, to share resources and access to critical manufacturing equipment. Makerspaces could also be seen as spaces for the co-production of convivial tools that “foster conviviality to

10640-498: The sale of consoles at the start of a console's launch with expectation to recover with revenue sharing and later price recovery on the console as they switch to less expensive components and manufacturing processes without changing the retail price. Consoles have been generally designed to have a five-year product lifetime , though manufacturers have considered their entries in the more recent generations to have longer lifetimes of seven to potentially ten years. The competition within

10752-480: The same components as the console and additional chips and components to allow the unit to be connected to a computer or other monitoring device for debugging purposes. A console manufacturer will make the console's dev kit available to registered developers months ahead of the console's planned launch to give developers time to prepare their games for the new system. These initial kits will usually be offered under special confidentiality clauses to protect trade secrets of

10864-451: The same game on a different console for a period of two years. This served as one of the first means of securing console exclusivity for games that existed beyond technical limitation of console development. The Nintendo Entertainment System also brought the concept of a video game mascot as the representation of a console system as a means to sell and promote the unit, and for the NES was Mario . The use of mascots in businesses had been

10976-405: The space varies from place to place and is determined by its members and while there is no blueprint or set of guidelines to create a hackerspace, they generally follow a “hacker ethic”, which “include freedom, in the sense of autonomy as well as of free access and circulation of information; distrust of authority, that is, opposing the traditional, industrial top-down style of organization; embracing

11088-832: The spaces themselves. For more, see: Maker Culture#Criticisms. In 2009, Johannes Grenzfurthner published the much debated pamphlet "Hacking the Spaces", that dealt with exclusionist tendencies in the hackerspaces movement. Grenzfurther extended his critique through lectures at the 2012 and 2014 Hackers on Planet Earth conferences in New York City. Over the years, many hackerspaces have grown significantly in membership, operational budgets, and local media attention. Many have also helped establish other hackerspaces in nearby locations. A lot of places share values similar to those purported by hackspaces, whether or not they use that nomenclature. A few examples follow: Public Libraries have long been

11200-622: The status quo "from within". The first hackerspace in China, Xinchejian , opened in Shanghai in 2010. Thereafter a network of hackerspaces emerged, nourishing an emerging maker culture. By designing open technologies and developing new businesses, Chinese makers make use of the system, make fun of it, altering it and provoking it. DIY makers often bring and align contradictory ideas together, such as copycat and open source, manufacturing and DIY, individual empowerment and collective change. In doing so, they craft

11312-617: The storefront – again gaining access to the console's branding and logo – with the manufacturer taking its cut of each sale as its royalty. In both cases, this still gives console manufacturers the ability to review and reject games it believes unsuitable for the system and deny licensing rights. With the rise of indie game development , the major console manufacturers have all developed entry level routes for these smaller developers to be able to publish onto consoles at far lower costs and reduced royalty rates. Programs like Microsoft's ID@Xbox give developers most of

11424-664: The success of Activision in developing third-party games for the Atari 2600 and Intellivision, flooded the market with poor quality games, and made it difficult for even quality games to sell. Nintendo implemented a lockout chip, the Checking Integrated Circuit , on releasing the Nintendo Entertainment System in Western territories, as a means to control which games were published for the console. As part of their licensing agreements, Nintendo further prevented developers from releasing

11536-589: The tools required to build hackerspaces within reach of an even wider audience. For example, Bilal Ghalib (who had previously worked on a hackerspace documentary) and others used such tools to bring the hackerspace concept to the Middle East . Worldwide, a large number of hackerspace or makerspace facilities have been founded. Nicole Lou and Katie Peek reported that from 2006 to 2016 the number of active or planned spaces increased to 1,393, fourteen times as many as in 2006. The US federal government has started adopting

11648-556: The trend. For example, White Hill Middle school in Fairfax, California has now opened up their own MakerSpace with a class called "Makers and Hackers". In 2018 Penketh High School became the first school to have a school makerspace in the United Kingdom. "Spark" was designed for students and the community being the first of its kind in the UK. In Shenzhen, China SteamHead makerspace organized

11760-557: The use and development of free software , open hardware , and alternative media . They are often physically located in infoshops , social centers , adult education centers, public schools, public libraries, or on university campuses , but may relocate to industrial or warehouse space when they need more room. Most recent studies of hackerspace in China—where Internet access is heavily censored—suggest that new businesses and organized tech conferences there serve to intervene in

11872-514: The video game console market as subset of the video game industry is an area of interest to economics with its relatively modern history, its rapid growth to rival that of the film industry, and frequent changes compared to other sectors. Effects of unregulated competition on the market were twice seen early in the industry. The industry had its first crash in 1977 following the release of the Magnavox Odyssey, Atari's home versions of Pong and

11984-537: Was also added, such as with the Xbox 360. With Internet-enabled consoles, console manufacturers offer both free and paid-subscription services that provide value-added services atop the basic functions of the console. Free services generally offer user identity services and access to a digital storefront, while paid services allow players to play online games, interact with other uses through social networking, use cloud saves for supported games, and gain access to free titles on

12096-434: Was estimated to be about US$ 3−10 per unit in 2012. With additional fees, such as branding rights, this has generally worked out to be an industry-wide 30% royalty rate paid to the console manufacturer for every game sold. This is in addition to the cost of acquiring the dev kit to develop for the system. The licensing fee may be collected in a few different ways. In the case of Nintendo, the company generally has controlled

12208-403: Was expensive, so dedicated consoles were generally limited to the use of processor registers for storage of the state of a game, thus limiting the complexities of such titles. Pong in both its arcade and home format, had a handful of logic and calculation chips that used the current input of the players' paddles and resisters storing the ball's position to update the game's state and send it to

12320-456: Was published under a subscription system; and Mozart and Beethoven, among other composers, used subscriptions to premiere concerts and first print editions of their works. Unlike today's meaning of subscription , this meant that a fixed number of people had to sign up and pay some amount before the concert could take place or the printing press started. These three (piano) concertos K413-415 ... formed an important milestone in his career, being

12432-600: Was released in 1975. The first consoles were capable of playing only a very limited number of games built into the hardware. Programmable consoles using swappable ROM cartridges were introduced with the Fairchild Channel F in 1976, though popularized with the Atari 2600 released in 1977. Handheld consoles emerged from technology improvements in handheld electronic games as these shifted from mechanical to electronic/digital logic, and away from light-emitting diode (LED) indicators to liquid-crystal displays (LCD) that resembled video screens more closely. Early examples include

12544-690: Was released on the Internet as free software . Variations of the SPP include the Rational Street Performer Protocol and the Wall Street Performer Protocol . Street Performer Protocol is an early description of a type of threshold pledge system. SPP is the threshold pledge system encouraging the creation of creative works in the public domain or copylefted , described by Steven Schear and separately by cryptographers John Kelsey and Bruce Schneier . This assumes that current forms of copyright and business models of

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