May 25

Despite being an open-source stalwart, I’m ashamed to admit that I’ve always had something of a love-hate relationship with Apple. In the ’80s, I owned – and still do own – an original Apple IIe along with a real hard drive and two 5.25in floppy drives. It was inherited from the video shop that I worked in, and I put it and its immense customer database to all kinds of nefarious uses. But eventually I moved on to the upland pastures of colour displays, 880kB of storage on a 3.5in disk and four-channel sound. All thanks to Commodore.

In the ’90s, Apple’s expensive and closed hardware meant that an upgrade was never on the cards. This was now the world of Windows, of cheap hardware and modular upgrades. It was the time when Microsoft solidified its dominance, and the time that many of us were looking for a more open alternative. Developing applications on Windows was expensive, especially if you wanted to share the source code. That left us with only one option: Linux. And I’ve never looked back.

But I’ve continued to follow, and occasionally invest in, the progress of Apple, especially in recent years. The move to Intel and a BSD-based operating system has made OS X eminently more hackable, and Linux-
based open-source applications are far easier to build and port to OS X than they are to Windows. This has helped make the venerable MacBook Pro one of the most common laptops in use at open-source and Linux conventions, despite Apple’s obsessive control of the hardware. Apple, for many, has become an acceptable compromise for those who believe in free software but still want a machine that can resume from hibernation without the need to build a custom kernel.

But it’s the iPhone, and now the iPad, that has built a brick wall of division between what most of us are willing to ignore, and what Apple hopes will become their ultimate cash cow. Both are the result of a singular, draconian vision, the antithesis of what the open-source community represents. This isn’t a bad thing in itself, especially when the results leave a lot of free software products wanting. The interfaces of iPhone apps tend to be refined, simple and intuitive. The apps are consistent, responsive and cheap. Our parents could use an iPad without fear of viruses, malware and updates. For almost all the same reasons I’ve been telling them to switch to Linux, they can now switch to Apple for about the same cost.

But doing so is a pact with the devil, because you’re forgoing technical complexity in exchange for loss of freedom. This is the reason for Richard Stallman’s GNU manifesto. And while there’s little doubt that Apple’s enforced gateway to new applications has helped to make it a success, it’s this subtle trade of simplicity for complicity that is perhaps the biggest threat to free software in 10 years.

My fears were proven when Apple recently changed clauses 3.3.1 and 3.3.2 in its developer’s agreement, stopping programmers linking to third-party APIs. Its motivation may have been to halt apps using Adobe’s new Flash-based building tools, but it could also stop applications using open source-based frameworks such as MonoTouch and SDL. Apple refuses to clarify what will and will not be allowed through its vetting procedure. Presumably Electronic Arts games will still be allowed to use the LUA scripting engine, for example, while many independent developers aren’t going to know whether their approach is acceptable until they submit their app for review.

This type of business plan shows the very worst of what closed-source development has to offer, and exactly what open-source software blossomed to combat. But we can’t fight it with rhetoric and positive spin while our hardware and applications aren’t as good as those from closed systems. Public development and public scrutiny should lead to a better, more usable and more stable product. It worked for Linux servers and desktops, but it hasn’t worked for mobile devices yet. This is the challenge for free software developers.

It’s going to be tough, but this point in time probably marks the biggest opportunity for free software to prove its worth. It’s going to be a simple battle between closed, proprietary development on a single platform, and open innovation on open hardware. Open-source developers need to rise to the challenge or face a future that will be closed to collaboration, community and conscience.

Apr 01

Love it or hate it (hint: you should hate it), Transformers: Revenge of The Fallen was one of the most successful films of last year – having earned around $800 million at the time of writing. And it would probably never have happened, had it not been for a bunch of young men talking about toys on the internet in the mid 1990s.

Want to own every Optimus Prime ever made? You’ll need a few thousand pounds and a garage to keep them in. Picture: Ryan Yzquierdo, Seibertron.com

The precedent was set by enthusiastic discussion in the letters pages of the official Transformers comic, published by Marvel from 1984 until 1991. From this sprang unofficial fanclubs, gatherings and trading circles, all resolutely passionate about an ever-growing line of toys that changed from robots to vehicles (and assorted technology). How to obtain the rare ones, how to reconcile the huge contradictions between the storylines of the various comics and cartoon series, whether Grimlock could possibly beat Galvatron in a fair fight… Many of these enthusiasts also proved to be early adopters of internet discussion, creating a raft of fansites and bulletin boards in the mid-to-late 90s that finally allowed the global Transformers community to get together. Today, that’s grown into a clutch of professional, commercial sites that provide a growing army of fans with up-to-the-minute news about new figures or movie rumours, and extensive photo galleries of the rare toys they yearn to own. ” The fan websites themselves are very competitive in nature and we all strive to make the best sites available,” says Ryan Yzquierdo, owner of the enormous and award-winning US fansite Seibertron.com. “The online community consumes the information we provide as fast as possible and is extremely active.” From the outside looking in, it’s a bizarre phenomenon – so why did it happen?

Fanboy origins

“As its simplest concept Transformers aims at various things that boys, and indeed men, like: Robots, aliens, cars, planes,” thinks Steve Mapes, owner of www.transformertoys.co.uk, a respected British fansite that’s been active since 1999. “It then takes these interests and produces, in a toy form, basically two toys in one. Rather than buying a toy robot and a car, kids can have one toy that is both and changes between the two. This isn’t enough by itself though. There have been, and indeed still are, plenty of other transforming robot lines out there, none of which have been as popular or successfully marketed as the Transformers. A large part of this is the characters and fictional universe that has been shaped over the past 25 years.”

Comics, cartoons, most recently films have all contributed to a vast backstory for the entire range of toys. “It was really smart of the people involved with Transformers way back at the beginning to create stories and personalities for the individual Transformers,” thinks Yzquierdo. “These weren’t just ‘robots’… each of them was a living machine with a personality and abilities and skills. This allowed for people to connect to these unique characters in a way that wasn’t common with robot characters at the time. Because of this, people really bonded with the characters which creates a special loyalty to the characters, the products and ultimately the brand as a whole.”

Even though the brand regularly changed enormously, forever seeking to avoid the retail death that claims most toylines eventually. The blocky vehicles of the 80s became the more complicated but controversial bio-mechanical animals of the mid-90s Beast Wars, then a welcome return to vehicles with R.I.D., Armada and beyond, and now the hyper-realistic, hyper-detailed movie line toys. There isn’t any other action figure line that’s been as consistently successful, or that has drawn the attention of so many adults as well as children.

Classic characters like Megatron are regularly redesigned and updated, often purely to please old-school fans. Picture: Ryan Yzquierdo, Seibertron.com

Who, in turn, wanted to share their knowledge, opinions and collections with like-minded souls. It was in the Beast Wars era that the online community first really sprouted, but not always that happily. There was a deep division between a new generation of Transformers fans who loved the Beast-based toys and the surprisingly smart animated series, and the old guard who were outraged at the change from Optimus Prime to Optimus Primal. “Truck not monkey!” went the battlecry, referring to the hero Autobot leader’s reimagined ‘alt-mode’. Anger being one of the cornerstones of internet discussion, such conflict only grew – and to this day, some fansites refuse to acknowledge the existence of others. “Yeah, there’s still some of the typical internet drama from time-to-time, but for the most part I’d say that the community is pretty good natured,” says Seibertron.com’s Ryan Yzquierdo. “Except for when pics leak from the next new Transformers series. We all think it’s going to be the end of the brand, but then fully accept whatever the latest thing is after we realize just how cool it is.”

Fan collaboration

Indeed, the throughline of passion for the toys remained, however, and the Beast Wars era even saw the animated show’s creators fraternising with and seeking advice from long-term fans on forums. As the millennium ended, fandom boomed – and changed. “My brother and I created our first website Transformers At The Moon back in October 1999, a few months after getting internet access at home”, says Mapes. ” At the time we decided that there was a distinct lack of websites with photographs of the Transformers toys especially many that we owned at the time. One of the main things we would use the internet for at that time was to search for toys that we did have in our collection, especially the much sort after Japanese figures.” This is crucial to the continuance and rise of the random – without the internet, obtaining out-of-print or international-only Transformers was crushingly difficult. Suddenly, there was an easy way to obtain the impossible, and for collectors to thus have collections.

“eBay allowed people the opportunity to easily find desired products which they might have previously only been able to find at specialty shows” explains Ryan Yzquierdo. “It also allowed people to connect from all over the world. It made it easy for a guy in Canada to purchase a toy from someone in the Netherlands. I’ve always thought that accessibility to a product helps increase one’s loyalty to a product. If you can’t find what you want, you move on to something else. If you can easily buy something which interests you, it only encourages that person-to-product relationship, which I’m sure has helped out the Transformers brand over the years.”

Optimus Primal, figurehead of the Beast Wars line, did not satisfy many hardcore enthusiasts. Picture: Ryan Yzquierdo, Seibertron.com

There are layers and layers of figure rarity, meaning there are absurd treasure hunts where everyday collectors fear to tread. Steve Mapes is an particular aficionado of the Lucky Draw Transformers, a very limited, usually gold or silver chrome-coated toy variant that is produced in Japan exclusively as competition prizes – he runs another site specifically dedicated to these at www.luckydrawtransformers.com. “The figures themselves tend to turn up in Japan first and are then quickly snapped up by either Hong Kong or US collectors. Some find their way onto the Japanese Yahoo Auctions website where they are normally won by overseas bidders using bidding service accounts, however others are sold in stores in places like Akihabara. Due to the limited quantity, some can be limited to 3 in the world – these figures can fetch into four figures and so the dealers tend to contact people directly who they have dealt with in the past to see if they are interested in those items. If they are not, then they tend to end up on eBay. A lot of the time it is a case of contacting the right person at the right time and building up a good relationship with them.”

Changing faces

That’s the deepest depths of fandom, however, where it turns into industry as well as enthusiasm. What about the general online community? “It consists of all sorts of people now”, claims Ryan Yzquierdo. “I am fascinated at each annual Transformers convention at how the ‘face’ of the community has changed over the past 15 years. At one time, it consisted mostly of young men, maybe 18 to 25. Now, I see women, families, middle-aged people, tweens, and even some grandparents partaking in this hobby. Sure, it is still dominated by men in their 20s, but that majority has slipped dramatically over the past decade.” Mapes agrees that the demographic stereotypes are gradually eroding: “With people interacting more at a social networking levels real-world friendships are also on the rise and there have been relationships and indeed marriages that have come out of people meeting on message boards around the world with a common interest of Transformers.”

The Michael Bay films might have outraged critics, but they’ve certainly accelerated the growth of this online Transformers community. They’ve also changed it – change forever being a double-edged sword. “There is no denying that that have had a huge impact in changing what was, for many, a secret hobby or interest, into something that is perhaps a little more socially accepted” thinks Mapes. “You can walk down the street and see people walking around with Transformers symbols on their T-shirts, find merchandise in many more stores and see a line that was simply viewed as a kids’ line be discussed by people of a huge age range on message board and forums that are not specially related to Transformers.” The existing fans are split down the middle about this – half overjoyed that their hobby has been essentially validated by the mainstream (with a resultant explosion in available Transformers products), and half feeling it’s diminished and undermined, both by Bay’s insect-like redesigns of the characters they love, and by now having to share their special interest with the rest of the world.

Hasbro’s tendency to repaint and remodel its figures keeps completist fans out of pocket. Picture: Ryan Yzquierdo, Seibertron.com

At the same time, the 1980s ‘Generation One’ characters are regularly referenced and redesigned in new toys and comics, a direct result of Transformers owners Hasbro being well aware of the size and passion of the online community. They’re not just a bunch of silly, annoying men on the internet: they’re a force that has a large disposable income and that will spread hype for free. They’ve even managed to attract the attention of Michael Bay. The explosion-obsessed director largely seems unconcerned about honoring Transformers’ quarter-century history, but was swayed enough by online appeals to let Peter Cullen, the voice of Optimus Prime in the 1980s cartoon series, reprise the role in the two 21st century live-action movies. It may be easy to sneer at people who remain this fascinated by transforming robot toys even in adulthood – but there’s no denying the sheer potency of the online community they’ve created.

Feb 23

The United Nations Economic Commission for Africa (UNECA) and Microsoft announced the signing of a partnership agreement to promote development and foster regional cooperation in Africa by leveraging information and communication technology (ICT).

A press release showed that the signing, presided over by the United Nations Under-Secretary General and Executive Secretary of ECA, Mr. Abdoulie Janneh and the Microsoft Africa Chairman (Middle East & Africa), Dr. Cheick Modibo Diarra, took place at the UNECA headquarters in Addis Ababa as a pre-event to the 14th African Union Summit of Heads of State and Government with the theme “Information and Communication technologies in Africa: challenges and prospects for development”.

Through the public-private partnership, UNECA and Microsoft will employ their respective expertise in a number of areas including: access to software and technical support; local software development; capacity building in ICT for socio-economic development; and supporting the development of Africa’s e-government programmes through enhanced use of ICT.

Partnership programmes will support and align closely with the work of UNECA’s Information Technology Centre for Africa (ITCA) to raise awareness and commitment in the use of ICT as a driver of economic opportunities in Africa. Microsoft will assist in technology infrastructure planning for the ITCA and provide curriculum and certification to ITCA trainers so that they can in turn teach ICT skills. The partners will use a “train the trainer” approach to ensure the long-term sustainability and scalability of the centre.

During the ceremony Mr. Abdoulie Janneh emphasized that:
“Technology is a powerful tool to help drive investment competitiveness and growth on the African continent. Through this partnership, we aim to strengthen Africa’s access to ICT tools to build modern economies”.

The partnership will also include collaboration on issues relating to safeguarding intellectual property, security of information systems and networks and minimizing the impact of attacks on citizens and critical infrastructures.

Dr. Cheick Modibo Diarra affirmed that:
“Microsoft is committed to helping provide creative thinking and innovative solutions in areas where the necessary resources and capabilities are often lacking. Our partnership will allow us to use ICT to support UNECA’s broad mandate and apply the potential ICT has in supporting economic development in Africa”.

The collaboration further broadens Microsoft’ overall commitment to Africa and its partnerships with other major international organizations – including the African Union, African Development Bank, Economic Community of West African States (ECOWAS) and New Partnership for Africa’s Development (NEPAD). Microsoft first began operations in Sub-Saharan African in 1992 and has expanded to 13 offices in 9 countries, with more than 600 employees and over 17,000 commercial partners across the region.