News Stories

3D Printers: Almost Mainstream

[PC World]

Richard Smith needed to build a wall-climbing robot for a customer — so he printed one.

Smith, director of Smith Engineering Gb Ltd., used a CAD program to design a 3D model of the WallRover, a dual-track roving robot with a spinning rotor in the chassis that creates enough suction to hold the device to a wall. He then sent the design file for each component to a 3D printer, which sliced the objects into sections less than 1/100th of an inch thick by printing it, one layer at a time, using molten ABS plastic as the “ink.”  …

And he did it using a consumer-grade 3D “plastic jet printer” that he built from a kit. The RapMan, from 3D Systems’ Bits From Bytes division, cost just $1,500. Smith spent another $180 for plastic filament — the “ink” consumed by the printer. “It saved five months of development time and somewhere in the neighborhood of $15,000 to $20,000 in models” that were created in-house instead of being sent to a service bureau, he says.  …

Smaller and cheaper

3D printing isn’t new. …. But over the last 24 months, prices have dropped to a level that makes it appealing to a wider audience.  …

3D design gets easier

It’s relatively easy to use a free tool such as Google SketchUp to create simple objects for 3D printing. But for complex shapes and geometries, designers still reach for professional modeling tools like SolidWorks.  …

Pete Basiliere, an analyst at Gartner who covers 3D printing, doesn’t see consumers using the technology for personal printing of unique, one-off household items. “What’s inhibiting consumer use is cost. It’s too expensive for most people.” Instead, he says, service bureaus may step in to fill those needs.  …

Read the full article here: http://www.pcworld.com/article/246773/3d_printers_almost_mainstream.html

 

 

YOUTUBE CHANNELS

Our Youtube channel can be found here
Watch the vNAB videos below

SOUNDCLOUD TALKS

MISSION

  • To advance technology and innovation within the entertainment industry
  • To provide a neutral setting for the entertainment industry, technology and electronics companies and to identify and discuss pressing issues
  • To understand the impact of technology on the consumer experience and the creative process
  • To connect and leverage the University of Southern California’s extensive research facilities, faculty and student body with companies
  • To provide insight about emerging consumer habits
  • To convene industry peer groups and partners to share knowledge and experience
  • To create an environment for testing and evaluation of proposed technology solutions
  • To help identify new business models for the entertainment industry
  • To improve the consumer experience and advance the art of entertainment as the 21st century unfolds

ETC Events

AI Roundtable // Building “Safe” Agents Using Claude Code: A Quick Tutorial
(April 24, Members Only)


Quarterly Board Meeting
(June 4, Closed Meeting)


All Members Meeting
(June 18, Members Only)