Does the 485th richest person in Britain really need to crowdfund a mobile phone?

People get fanatical about open-source software, but Canonical Inc. is not a charity, writes Alex Hern.

Yesterday, Canonical, the private company which leads development of the open-source operating system Ubuntu, started a crowdfunding campaign on the site IndieGoGo. The aim is to raise $32m to enable the production of the "Ubuntu Edge", a planned smartphone running the operating system which will incorporate elements of the desktop software, to create what the company calls "next generation of personal computing".

The device itself looks promising, although with a starter price of $830 (the crowdfunding campaign is offering discounts of up to $230 to early backers) it will need to be top-of-the-line to compete. Nonetheless, just a day in and they have already raised over $4m. But there's a bigger question to be asked, which is: why crowdfund?

The relationship between Ubuntu and Canonical can be confusing, at least to people outside the world of open-source software development. "Open-source" is the term for software which has been released to the commons by its creators. There's a number of ways to do this, but the most popular is with a so-called "copyleft" license, like the "GNU general public license", or GPL. That allows anyone to take the source code of a program and use it to make new things, without asking permission or paying anyone anything; but, it requires that any new software which is made is also licensed under the GPL, and has its source code released to the public.

Ubuntu, the operating system which Canonical leads development of, is licensed in this way. It's based on a family of open-source operating systems called GNU/Linux, and so it would be difficult (although not impossible) to charge for: anyone who wanted to get the software for free could perfectly legally download the source code, compile it, and then host it themselves.

Instead, the way companies such as Canonical make their money is by selling customer support and similar services to users of open source software. But with the Ubuntu Edge, they won't even have to do that. While the software will be open source, the hardware is still something people will have to buy, so they will be able to make money on it far more directly. And they do make money; Canonical is a private company with a reported annual revenue of $30m, founded by Mark Shuttleworth, the 485th richest person in Britain, who bought a flight on the International Space Station in 2002 for $20m.

If you're a multi-million dollar company headed by a multimillionaire with a bolshie idea for a product which could make you a lot of money, the normal way to do things is to sell shares and take loans until you've got enough cash to fund the product; then sell that product to customers. Taking thousands of pre-orders for a phone which you won't deliver until May 2014 – and which you have no contractual obligation to deliver at all, because crowdfunding sites are not e-commerce sites – and dressing it up in the aesthetics of artistic patronage is an odd, and slightly distasteful, way of doing things.

Kickstarter, the leading crowdfunding site, recently doubled-down on its opposition to this sort of campaign, writing that it's a service "to help bring creative projects to life", and tightening up its rules to prevent companies using it to launch their businesses. It's not hard to see why, when this is the sort of thing which has been stopped.

The Ubuntu Edge docked with a monitor. Photograph: Canonical, Inc.

Alex Hern is a technology reporter for the Guardian. He was formerly staff writer at the New Statesman. You should follow Alex on Twitter.

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Move objects with your mind – telekinesis is coming to a human brain near you

If a user puts on the Neurable headset, they can move virtual objects with their thoughts. 

On 30 July, a blog post on Medium by Michael Thompson, the vice-president of Boston-based start-up Neurable, said his company had perfected a kind of technology which would be “redrawing the boundaries of human experience”. 

Neurable had just fulfilled the pipe dreams of science fiction enthusiasts and video game fanboys, according to Thompson – it had created a telekinetic EEG strap. In plain English, if a user puts on the Neurable headset, and plays a specially-designed virtual reality video game, they can move virtual objects with their thoughts. 

Madrid-based gaming company eStudioFuture collaborated with Neurable to create the game, Awakening. In it, the user breaks out of a government lab, battles robots and interacts with objects around them, all hands-free with Neurable's headset. Awakening debuted at SIGGRAPH, a computer graphics conference in Boston, where it was well received by consumers and investors alike.

The strap (or peripheral, as it’s referred to) works by modifying the industry standard headset of oversized goggles. Neurable's addition has a comb-like structure that reaches past your hair to make contact with the scalp, then detects brain activity via electroencephalogram (EEG) sensors. These detect specific kinds of neural signals. Thanks to a combination of machine-learning software and eye-tracking technology, all the user of the headset has to do is think the word “grab”, and that object will move – for example, throwing a box at the robot trying to stop you from breaking out of a government lab. 

The current conversation around virtual reality, and technologies like it, lurches between optimism and cynicism. Critics have highlighted the narrow range of uses that the current technology is aimed at (think fun facial filters on Snapchat). But after the debut of virtual reality headsets Oculus Rift and HTC Vive at 2016’s Game Developers conference, entrepreneurs are increasingly taking notice of virtual reality's potential to make everyday life more convenient.

Tech giants such as Microsoft, Facebook and Google have all been in on the game since as far back as 2014, when Facebook bought Oculus (of Oculus Rift). Then, in 2016, Nintendo and Niantic (an off-shoot from Google) launched Pokémon Go. One of Microsoft’s leading technical fellows, Alex Kipman, told Polygon that distinctions between virtual reality, augmented reality and mixed reality were arbitrary: "At the end of the day, it’s all on a continuum." 

Oculus’s Jason Rubin has emphasised the potential that VR has to make human life that much more interesting or efficient. Say that you're undergoing a home renovation – potentially, with VR technology, you could pop on your headset and see a hologram of your living room. You could move your virtual furniture around with minimal effort, and then do exactly the same in reality – in half the time and effort. IKEA already offers a similar service in store – imagine being able to do it yourself.

Any kind of experience that is in part virtual reality – from video games to online tours of holiday destinations to interactive displays at museums – will become much more immersive.

Microsoft’s Hololens is already being trialled at University College London Hospital, where students can study detailed holograms of organs, and patients can get an in-depth look at their insides projected in front of them (Hololens won’t be commercially available for a while.) Neurable's ambitions go beyond video games – its headset was designed by neuroscientists who had spent years working in neurotechnology. It offers the potential for important scientific and technological breakthroughs in areas such as prosthetic limbs. 

Whether it was a childhood obsession with Star Wars or out of sheer laziness, as a society, we remain fascinated by the thought of being able to move objects with our minds. But in actual realityVR and similar technologies bring with them a set of prickly questions.

Will students at well-funded schools be able to get a more in-depth look at topography in a geography lesson through VR headsets than their counterparts elsewhere? Would companies be able to maintain a grip on what people do in virtual reality, or would people eventually start to make their own (there are already plenty of DIY tutorials on the internet)? Will governments be able to regulate and monitor the use of insidious technology like augmented reality or mixed reality, and make sure that it doesn't become potentially harmful to minors or infringe on privacy rights? 

Worldwide spending on items such as virtual reality headsets and games is forecast to double every year until 2021, according to recent figures. Industry experts and innovators tend to agree that it remains extremely unlikely you’ll walk into someone examining a hologram on the street. All the same, VR technology like Neurable’s is slowly creeping into the fabric of our lived environment.