Here are some thoughts on where I think things are going in the
mobile and content space.
I wrote this essay before reading Free Culture so I'm
saying a lot of stuff that Larry says better...
Several crucial shifts in technology are emerging that will
drastically affect the relationship between users and technology in
the near future. Wireless Internet is becoming ubiquitous and
economically viable. Internet capable devices are becoming smaller
and more powerful.
Alongside technological shifts, new social trends are emerging.
Users are shifting their attention from packaged content to social
information about location, presence and community. Tools for
identity, trust, relationship management and navigating social
networks are becoming more popular. Mobile communication tools are
shifting away from a 1-1 model, allowing for increased many-to-many
interactions; such a shift is even being used to permit new forms
of democracy and citizen participation in global dialog.
While new technological and social trends are occurring, it is
not without resistance, often by the developers and distributors of
technology and content. In order to empower the consumer as a
community member and producer, communication carriers, hardware
manufacturers and content providers must understand and build
models that focus less on the content and more on the
relationships.
Smaller faster
Computing started out as large mainframe computers, software
developers and companies “time sharing” for slices of computing
time on the large machines. The mini-computer was cheaper and
smaller, allowing companies and labs to own their own computers.
The mini computer allowed a much greater number of people to have
access to computers and even use them in real time. The mini
computer lead to a burst in software and networking technologies.
In the early 80’s, the personal computer increased the number of
computers by an order of magnitude and again, led to an explosion
in new software and technology while lowering the cost even more.
Console gaming companies proved once again that unit costs could be
decreased significantly by dramatically increasing the number of
units sold. Today, we have over a billion cell phones in the
market. There are tens of millions camera phones. The incredible
number of these devices has continued to lower the unit cost of
computing as well as devices imbedded in these devices such as
small cameras. High end phones have the computing power of the
personal computers of the 80’s and the game consoles of the
90’s.
History repeats with WiFi
There are parallels in the history of communications and
computing. In the 1980’s the technology of packet switched networks
became widely deployed. Two standards competed. X.25 was a packet
switched network technology being promoted by CCITT (a large,
formal international standards body) and the telephone companies.
It involved a system run by telephone companies including metered
tariffs and multiple bilateral agreements between carriers to hook
up.
Concurrently, universities and research labs were promoting
TCP/IP and the Internet opportunity for loosely organized standards
meetings being operated with flat rate tariffs and little or no
agreements between the carriers. People just connected to the
closest node and everyone agreed to freely carry traffic for
others.
There were several “free Internet” services such as “The Little
Garden” in San Francisco. Commercial service providers,
particularly the telephone company operators such as SprintNet
tried to shut down such free services by threatening not to carry
this free traffic.
Eventually, large ISPs began providing high quality Internet
connectivity and finally the telephone companies realized that the
Internet was the dominant standard and shutdown or acquired the
ISPs.
A similar trend is happening in wireless data services. GPRS is
currently the dominant technology among mobile telephone carriers.
GPRS allows users to transmit packets of data across the carrier
network to the Internet. One can roam to other networks as long as
the mobile operators have agreements with each other. Just like in
the days of X.25, the system requires many bilateral agreements
between the carriers; their goal is to track and bill for each
packet of information.
Competing with this standard is WiFi. WiFi is just a simple
wireless extension to the current Internet and many hotspots
provide people with free access to the Internet in cafes and other
public areas. WiFi service providers have emerged, while telephone
operators –such as a T-Mobile and Vodaphone- are capitalizing on
paid WiFi services. Just as with the Internet, network operators
are threatening to shut down free WiFi providers, citing a
violation of terms of service.
Just as with X.25, the GPRS data network and the future data
networks planned by the telephone carriers (e.g. 3G) are crippled
with unwieldy standards bodies, bilateral agreements, and
inherently complicated and expensive plant operations.
It is clear that the simplicity of WiFi and the Internet is more
efficient than the networks planned by the telephone companies.
That said, the availability of low cost phones is controlled by
mobile telephone carriers, their distribution networks and their
subsidies.
Content vs Context
Many of the mobile telephone carriers are hoping that users will
purchase branded content manufactured in Hollywood and packaged and
distributed by the telephone companies using sophisticated
technology to thwart copying.
Broadband in the home will always be cheaper than mobile
broadband. Therefore it will be cheaper for people to download
content at home and use storage devices to carry it with them
rather than downloading or viewing content over a mobile phone
network. Most entertainment content is not so time sensitive that
it requires real time network access.
The mobile carriers are making the same mistake that many of the
network service providers made in the 80s. Consider Delphi, a joint
venture between IBM and Sears Roebuck. Delphi assumed that branded
content was going to be the main use of their system and designed
the architecture of the network to provide users with such content.
Conversely, the users ended up using primary email and
communications and the system failed to provide such services
effectively due to the mis-design.
Similarly, it is clear that mobile computing is about
communication. Not only are mobile phones being used for 1-1
communications, as expected through voice conversations; people are
learning new forms of communication because of SMS, email and
presence technologies. Often, the value of these communication
processes is the transmission of “state” or “context” information;
the content of the messages are less important.
Copyright and the Creative Commons
In addition to the constant flow of traffic keeping groups of
people in touch with each other, significant changes are emerging
in multimedia creation and sharing. The low cost of cameras and the
nearly television studio quality capability of personal computers
has caused an explosion in the number and quality of content being
created by amateurs. Not only is this content easier to develop,
people are using the power of weblogs and phones to distribute
their creations to others.
The network providers and many of the hardware providers are
trying to build systems that make it difficult for users to share
and manipulate multimedia content. Such regulation drastically
stifles the users’ ability to produce, share and communicate. This
is particularly surprising given that such activities are
considered the primary “killer application” for networks.
It may seem unintuitive to argue that packaged commercial
content can co-exist alongside consumer content while concurrently
stimulating content creation and sharing. In order to understand
how this can work, it is crucial to understand how the current
system of copyright is broken and can be fixed.
First of all, copyright in the multimedia digital age is
inherently broken. Historically, copyright works because it is
difficult to copy or edit works and because only few people produce
new works over a very long period of time. Today, technology allows
us to find, sample, edit and share very quickly. The problem is
that the current notion of copyright is not capable of addressing
the complexity and the speed of what technology enables artists to
create. Large copyright holders, notably Hollywood studios, have
aggressively extended and strengthened their copyright protections
to try to keep the ability to produce and distribute creative works
in the realm of large corporations.
Hollywood asserts, “all rights reserved” on works that they own.
Sampling music, having a TV show running in the background in a
movie scene or quoting lyrics to a song in a book about the history
of music all require payment to and a negotiation with the
copyright holder. Even though the Internet makes available a wide
palette of wonderful works based on content from all over the
world, the current copyright practices forbid most of such
creation.
However, most artists are happy to have their music sampled if
they receive attribution. Most writers are happy to be quoted or
have their books copied for non-commercial use. Most creators of
content realize that all content builds on the past and the ability
for people to build on what one has created is a natural and
extremely important part of the creative process.
Creative Commons tries to give artists that choice. By providing
a more flexible copyright than the standards “all rights reserved”
copyright of commercial content providers, Creative Commons allows
artists to set a variety of rights to their works. This includes
the ability to reuse for commercial use, copy, sample, require
attribution, etc. Such an approach allows artists to decide how
their work can be used, while providing people with the materials
necessary for increased creation and sharing.
Creative Commons also provides for a way to make the copyright
of pieces of content machine-readable. This means that a search
engine or other tool to manipulate content is able to read the
copyright. As such, an artist can search for songs, images and text
to use while having the information to provide the necessary
attribution.
Creative Commons can co-exist with the stringent copyright
regimes of the Hollywood studios while allowing professional and
amateur artists to take more control of how much they want their
works to be shared and integrated into the commons. Until copyright
law itself is fundamentally changed, the Creative Commons will
provide an essential tool to provide an alternative to the
completely inflexible copyright of commercial content.
Content is not like some lump of gold to be horded and owned
which diminishes in value each time it is shared. Content is a
foundation upon which community and relationships are formed.
Content is the foundation for culture. We must evolve beyond the
current copyright regime that was developed in a world where the
creation and transmission of content was unwieldy and expense,
reserved to those privileged artists who were funded by commercial
enterprises. This will provide the emerging wireless networks and
mobile devices with the freedom necessary for them to become the
community building tools of sharing that is their
destiny.