Two entries in the series which briefly recap previous entries. The recap for Part 7 is as follows:
In Parts 1 and 2, I covered the current low-end and hints of the future high-end potential for augmented reality.
In Parts 3 and 4, I touched upon both current mass production methods and emerging rapid manufacturing technology.
In Parts 5 and 6, I linked tangible to virtual (via "Digital Direct Manufacturing") and discussed both virtually-created and physically-sampled three-dimensional objects.
Additional installments focus on computer-aided 3D design applications. As those entries might be too difficult to follow for some people, a recap is available in Part 14, as follows:
In Part 7, previous installments were reviewed and the impact of Web 2.0 thinking on digital tools was discussed; particularly usability and collaboration.
In Part 8, a Web 2.0 "filter" was applied to a specific set of digital tools, 3D CAD
applications; with tool migration to the masses being the central thought.
In Part 9, three roadblocks to 3D CAD migration were highlighted: data portability, proprietary file formats, and the lack of support for extensible semantic information (e.g. a door knowing it’s a door).
In Part 10, the focus went to data portability and proprietary formats, as they’re issues in regards to both the current industry and to any potential Web 2.0-style developments.
In Parts 11, 12 and 13, recent developments in the 3D CAD industry were covered with particular attention being paid to the increasing adoption of "direct modeling" functionality, which by its nature seems beneficial to any potential link between these CAD applications and 3D virtual worlds. In addition, there also appears to be a synergy between a potential CAD-Web 2.0 convergence and integrated Intellectual Property features being pursued.