Boldly going …

On August 25th 2012, while the eyes of the global space community were focused almost entirely on the happenings in a crater on Mars, a significant event took place approximately 18 billion kilometres (11 billion miles) from Earth. Voyager 1 passed through the heliopause, the boundary between what is regarded as the “bubble” of space surrounding the solar system (heliosphere) which is directly influenced by the Sun, and “true” interstellar space.

The heliosphere and its component elements
The heliosphere and its component elements

That the spacecraft might be nearing the so-called “bow shock” area where the solar wind meets interstellar space was indicated by engineers and scientists working on the Voyager project in June 2012; however, it was not until September 2013 that NASA JPL felt confident enough in the data they’d received to confirm that Voyager 1 had in fact passed into interstellar space in August 2012, the first man-made object to have done so, some 35 years after having been launched from Earth in what was a highly ambitious programme of deep-space exploration.

The Voyager programme actually had its roots in a much more ambitious programme, the so-called Grand Tour. First put forward by NASA engineer Gary Flandro,  The Grand Tour proposed the use of a planetary alignment which occurs once every 175 years, together with the potential to use the gravities of the planets as a means by which space probes could explore the outer planets of the solar system.

The idea of using gravity of the planets to help propel a space craft had first been realised by a young mathematician, Michael Minovitch, in 1961. With the aid of the (then) fastest computer in the world, the IBM 7090, Minovitch had been trying to model solutions to the “three body problem” – how the gravities of two bodies (generally the Earth and the Sun) influence the trajectory and velocity of a third (generally a comet or asteroid) moving through space; something astronomers and mathematicians had long wrestled with.

The men behind Voyager: Michael Minovitch (l), circa 1960; Gary Flandro (c), circa 1964; and Ed Stone (r), the project scientist and long-time advocate of the mission, circa 1972 (Stone later when on to serve as NASA's Director at JPL)
The men behind Voyager: Michael Minovitch (l), circa 1960; Gary Flandro (c), circa 1964; and Ed Stone (r), the project scientist and long-time advocate of the mission, circa 1972 (Stone later went on to serve as NASA’s Director at JPL)

Through his work, Minovitch showed how an object (or space vehicle) passing along a defined trajectory close to a planetary body could, with the assistance of the planet’s gravity, effectively “steal” some of the planetary body’s velocity as it orbited the Sun, and add it to its own.

At the time, his findings were received with scepticism by his peers, and Minovitch spent considerable time and effort drawing-up hundreds of mission trajectories demonstrating the capability in order to try to get people to accept his findings. But it was not until 1965, when Flandro started looking into the upcoming “alignment” of the outer planets (actually a case of the outer planets all being on the side of the Sun, rather than being somehow neatly lined up in a row) due in the late 1970s, that Minovitch’s work gained recognition.

Recognising the opportunity presented by the alignment, Flandro started looking at how it might be used to undertake an exploratory mission. In doing so, he came across Minovitch’s work and realised it presented him with exactly the information needed to make his mission possible, and so the Grand Tour was born.

Voyager: the most prominent element of the vehicle is the communitactions dish; below and to the left of this is the nuclear RTG power source; extending out to the top left is the insstrument boom, and to the right the imaging boom and camera system
Voyager: the most prominent element of the vehicle is the communications dish; below and to the left of this is the nuclear RTG power source; extending out to the top left is the instrument boom, and to the right the imaging boom and camera system

This mission would have originally seen two pairs of spacecraft launched from Earth. The first pair, departing in 1976/77 would form the MJS mission, for “Mariner (then the USA’s most capable deep-space vehicle)-Jupiter-Saturn”. These would fly by Jupiter and Saturn and then on to tiny Pluto; while a second pair of vehicles launched in 1979 which would fly by Jupiter, Uranus and Neptune.

Budget cuts at NASA following Apollo eventually saw the Grand Tour scaled-back to just two vehicles, Voyager 2 and Voyager 1, but the overall intent of the mission remained intact under the Voyager Programme banner, now led by Ed Stone. In the revised mission, both spacecraft would perform flybys of Jupiter and Saturn, with Voyager 2 using Saturn to boost / bend it on towards Uranus and from there on to Neptune, while Voyager 1 would approach Saturn on a trajectory which would allow it to make a flyby of Saturn’s huge Moon Titan, of significant interest to astronomers because of its thick atmosphere.  This route would preclude Voyager 1 from reaching Pluto, as it would “tip” the vehicle “up” out of the plane of the ecliptic and beyond even Pluto’s exaggerated orbit around the Sun, and push it onto an intercept with the heliopause.

Continue reading “Boldly going …”

Facebook support coming to the SL viewer

Eagle-eyed (or given his avatar, should that be owl-eyed? :)) Daniel Voyager spotted a pointer that a degree of Facebook support is coming to the SL viewer for those who already have a Facebook account.

The new capability is called Second Life Share, which is being aimed at the viewer 3.6.6  code base (although it isn#t a part of the latest Materials RC viewer, 3.6.6.280797 released on September 11th).

When it does appear, the capability will be opt-in, an important point to remember. Nothing happens vis-a-vis the viewer and Facebook unless you want it to happen (and you have a Facebook account). It will apparently consist of a new viewer floater, itself comprising a number of tabs:

  • Account Tab: will allow those with a Facebook account to connect their SL account to it for the purposes of posting from SL to Facebook
  • Check-in tab: will allow someone to share the SLurl for their current in-world location via Facebook, together with a short comment on the location and a map image if they wish
  • Status tab:  will allow someone to share a text comment with friends via Facebook
  • Photo tab: will allow someone to upload a snapshot to their FB account. As with the current Profile Feed option in the snapshot floater, the resolution of the image can be selected at upload (minimum 800×600), and an optional SLurl / comment can be included with the image.

Details on the capabilities are outlined in Viewerhelp on the wiki, which also references a new Knowledge Base entry, Second Life Share. Unfortunately, clicking the link generates a 404 error, and a search of the Knowledge Base at the time of writing did not yield and further relevant results. I’ve included the link here in anticipation of the issue being fixed by LL.

Whether the title of the new functionality is “Second Life Share” is indicative that it may be extended to include other social media options remains to be seen. It will also be interesting to see what it might mean for the future of the snapshot floater – if anything at all – if this is the case.

I’ll follow-up on this post once the new functionality is visible.

SL projects update week 37 (2): particle capabilities – viewer release imminent

Update: The maintenance release viewer with the particle capabilities is now available – version 3.6.6.2.80939 – release notes and download.

Server and RC Deployments

As always, please refer to the week’s forum deployment thread for news, updates and feedback.

In a change to the usual server-side deployments, the Main channel and all three RC channels have had their deployments and restarts made on Tuesday September 10th. The reason for the single pass was to apply updates server-side relating to recent Vivox service maintenance.

Details of the updates can be found in part 1 of this week’s update.

Server and RC Deployments Week 38

While the final decisions on deployments will not be made until that start of week 38 (week commencing Monday September 16th), it currently appears as if the following are likely to form part of the deployments:

  • The server-side HTTP updates will be promoted to the Main channel
  • A small server maintenance release will be deployed to at least one RC, which includes a number of crash fixes and an update to parcel access priorities “making it so that avatars who are on the ‘allowed’ list can bypass some of the other access restrictions (payment info on file was listed specifically)”

Particle System Viewer Imminent

Back in week 12, the Lab indicated that the SL particle system would be getting new capabilities, specifically:

  • Glow
  • Ribbon effects
  • Blending options.
Ribbon particle example

The server-side support for these capabilities was duly deployed, but have since been awaiting the viewer-side support in order to be accessible to users.

Commenting on the situation at the Server Beta meeting, Maestro Linden indicated that a release candidate viewer should be appearing with the necessary viewer-side support for the new LSL particle functions and parameters on Friday September 13th.

In preparation for the release, Maestro has also updated the wiki with details of the new particle parameters.

“The new particle glow options are pretty simple,” he said. “If you look at the wiki page, we’ve just added PSYS_PART_START_GLOW and PSYS_PART_END_GLOW, which take a float in the 0.0 to 1.0 range. It basically looks the same as the prim glow setting on prims.”

He went on, “particle blending takes 2 parameters, PSYS_PART_BLEND_FUNC_SOURCE and PSYS_PART_BLEND_FUNC_DEST, and each of those takes one of the 8 ‘values’ listed underneath, so there are actually 8*8 = 64 blend options! You can do crazy things, like having particles invert the thing underneath.

“Anyway, the blend parameters are pretty technical.  It’s basically exposing OpenGL’s glBlendFunc to LSL. And the main  glBlendFunc documentation at http://www.opengl.org/sdk/docs/man/xhtml/glBlendFunc.xml goes into the details better than I can.”

For those who can’t wait for the RC viewer with the necessary support to appear, an autobuild version is available.. However, keep in mind this is a test build for the capability, and as such is liable to be behind the curve compared to the RC version in terms of bug fixes, etc., so be sure to update to the RC version when it appears on the wiki page. The RC version is now available.

An example of how the now ribbon capabilities might be used in SL, showing the arc of the sword through the air, supplied by Maestro Linden (courtesy of Hollowfear.com)

The new ribbon capability should allow for much better particle effects for things like ropes and chains links between objects (amount other things), using a ” go-from” prim/position (the prim centre), and a “go-to” prim/position (defined by PSYS_SRC_TARGET_KEY), the advantage being there would no longer be any gaps in the particle stream. However, there may be times when the ribbon effect may not be facing your camera (so there may be times when you need to reposition your camera in order to see the effect).

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BURN2 Juried Plots artists announced

logoI’d actually missed this hitting my inbox yesterday, but Ronon Carver posted an update on the BURN2 website announcing the winners of the 2013 Juried Art and Theme Camp plots, and the Plottery winners.

The ten selected winners of the Juried Art and Theme plots represent both seasoned BURN2 artists and face new to the event. Each winner receives either 2048 sq m plot or a 1024 sq m plot as detailed below.

2048 sq m plots:

  • Giovanna Cerise –  The Magic of Objects
  • Loki Eliot – The Sand Fairy
  • Alesha Hax – Cult­Ure Queen
  • Morlita Quan – Sokofa

1024 sq m plots:

  • Juliana Burns – Camp Marshmallow
  • Sarrah Docherty – Cargo Train
  • Caro Fayray – Anomaly
  • Ginger Lorakeet – Inside Art
  • Marianne McCann – Inner Child Camp
  • Catboy Qunhua – Catboy’s Camp of Cuisine, Culture, and Comedy

The list of Plottery winners, each of who received a 512 sq m plot on the BURN2 regions, can be found in the BURN2 blog post.

All winners are required to adhere to the Ten Principals of Burning Man and BURN2, the BURN2 Builder Guidelines, and the Second Life Terms of Service and Community Standards.

Building will commence on September 21st.

Plots Still Available

There are still plots available at BURN2. If you would still like to be a part of the event, plot sizes and prices for the week are as follows:

  • 512 sq m (117 prims): L$3000
  • 1024 sq m (234 prims): L$6000
  • 2048 sq m (468 prims): L$12000
  • 4096 sq m (936 prims): L$24000

If you are interested in participating in this year’s BURN2, which runs from October 19th through to the 27th inclusive, and would like a plot, you can purchase one via the vendor system located in-world at the Burning Man Deep Hole region. Sales will be closing soon.

You can purchase a BURN2 plot directly from the in-world vendor, which also gives the number of available plots of each size
You can purchase a BURN2 plot directly from the in-world vendor, which also gives the number of available plots of each size

The theme for this year’s event is Cargo Cult, in keeping with the theme of Burning Man itself.

About BURN2

BURN2 is an extension of the Burning Man festival and community into the world of Second Life. It is an officially sanctioned Burning Man regional event, and the only virtual world event out of more than 100 real world Regional groups and the only regional event allowed to burn the man.

The BURN2 Team operates events year around, culminating in an annual major festival of community, art and fire in the fall – a virtual echo of Burning Man itself.

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ToS change and content rights: Lab provides statement

In August 2013 Linden Lab issued a revised Terms of Service which was widely reported upon at the time, including within this blog.

Unfortunately, what seems to have been missed from the analyses of the revised ToS (including my own), is a substantial rewording of the section dealing with granting “Linden Lab certain licenses to your User Content”

Up until the August change, this section (then Section 7.2 of the Terms of Service) stated:

“You agree that by uploading, publishing, or submitting any Content to or through the Servers, Websites, or other areas of the Service, you hereby automatically grant Linden Lab a non-exclusive, worldwide, royalty-free, sublicenseable, and transferable license to use, reproduce, distribute, prepare derivative works of, display, and perform the Content solely for the purposes of providing and promoting the Service.”

[my emphasis]

However, as of August 2013, the section (now section 2.3) has been expanded so that it now includes the following statement:

“Except as otherwise described in any Additional Terms (such as a contest’s official rules) which will govern the submission of your User Content, you hereby grant to Linden Lab, and you agree to grant to Linden Lab, the non-exclusive, unrestricted, unconditional, unlimited, worldwide, irrevocable, perpetual, and cost-free right and license to use, copy, record, distribute, reproduce, disclose, sell, re-sell, sublicense (through multiple levels), modify, display, publicly perform, transmit, publish, broadcast, translate, make derivative works of, and otherwise exploit in any manner whatsoever, all or any portion of your User Content (and derivative works thereof), for any purpose whatsoever in all formats, on or through any media, software, formula, or medium now known or hereafter developed, and with any technology or devices now known or hereafter developed, and to advertise, market, and promote the same.”

[emphasis again mine]

The difference in wording here has been the subject of forum discussions and blog posts, with users raising concerns over the change, specifically the emphasized phrases. I also received a number of IMs and note cards about the change over the weekend, particularly as a result of one supplier of images used for texture uploads to Second Life announcing they could, as of September 6th, no longer allow their work to be uploaded and used within the platform.

Rather than add to speculation already circulating, I contacted Linden Lab directly about the changes to the Terms of Service and the concerns being voiced. The Lab duly replied with the following statement, which I have been given permission to reproduce in full here:

“Recently we updated our Terms of Service to unify the existing terms of service for our various products into a single version. This updated version included a clarification with respect to the specific rights which a user grants to Linden Lab when submitting user-created content (referred to as the ‘Service Content License’) and, except as set forth in any related Linden Lab policies (referred to as ‘Additional Terms’), the right to ‘re-sell’ such user-created content.

“As previously indicated, the updated Terms of Service encompass a wide variety of Linden Lab products and services. We made every effort to incorporate Second Life’s existing policies in a distinct manner. We realize that the general nature of portions of the new Terms of Service may have led some individuals to believe, mistakenly, that Linden Lab was renouncing existing Second Life policies and practices or attempting to expropriate content created by Second Life residents. To that end, we want to further elucidate and reiterate our practice with respect to the Service Content License (and specifically Linden Lab’s right to re-sell user-created content) in Second Life. 

“As an example, Linden Lab’s Second Life Mainland Policies (cited as “Additional Terms” in the updated Terms of Service) have long included Linden Lab’s right to “re-sell or otherwise alter abandoned parcels of SL’s mainland,” including, if and to the extent necessary, any user-created content incorporated into such parcels. Additionally, Linden Lab often acts as an intermediary between Second Life residents (for instance, in its capacity as the operator of the Second Life Marketplace) which necessitates that Linden Lab have certain rights (such as the right to re-sell) in order to effectuate such exchanges or transactions.

“As evidenced by Second Life’s extensive history, functionality and well-documented policies for providing a platform on which users can create and profit from their creations, Linden Lab respects the proprietary rights of Second Life’s content creators. We regret that our intention in revising our Terms of Service to streamline our business may have been misconstrued by some as an attempt to appropriate Second Life residents’ original content. We have no intention of abandoning our deep-rooted dedication to facilitating residents’ ability to create and commercialize such content in Second Life. In fact, we strive to provide Second Life’s residents with evermore opportunities to do so.”

Whether this is enough to quell concerns over the changes to the Terms of Service, or whether it is enough to be seen as acceptable to third-party sites providing content uploads (textures, etc.) to Second Life remains to be seen. However, I would like to thank Linden Lab for taking the time to respond to my request for clarification and feedback in the matter, and for permission to reproduce it here.

With thanks to Toirdealbach McDunnough and Carina Asbrink for initially contacting me about concerns circulating within Second Life about the ToS change.

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Lab opens website advertising to SL businesses and merchants

Back in February 2013, the Lab introduced advertising on Secondlife.com.  The move brought a mixed response from users, some positive, some negative. In March, the programme was extended to include the SL Marketplace, and the Lab indicated they’d be adding advertising to all their web properties over time.

Merchants and businesses are now being offered the opportunity to advertise on SL web properties
Merchants and businesses are now being offered the opportunity to advertise on SL web properties

In extending the advertising presence in March, the Lab’s blog post commented:

These ads are a great opportunity for advertisers to reach the large, global audience that visits the Second Life web properties every day, and we want to extend that opportunity to Second Life merchants as soon as we can. For Merchants, advertising on the Second Life web properties will be a new way to get their offerings in front of potential customers, while at the same time making the ads extremely relevant to every Second Life user who sees them.

The Lab has now started contacting merchants to offer them the opportunity to make use of the banner space on the various Second Life related web properties – Second Life.com, the dashboard (/My Account – what you see when logged into Second Life on the web), the Marketplace, etc.

The programme is called Advertise with Us, and there is an official FAQ on the subject.

Space can be purchased on a campaign basis, based on number of impressions, and the marketing can be geographically targeted – so a campaign can be specifically targeted by language, for example, or by region.

Two sizes of ad are available:

  • 728×90 horizontal top & bottom
  • 160×600 vertical right side

However, there is a bite to the offer. The minimum expenditure for a single campaign is $1,000 USD (L$ payments cannot at this time be accepted), with individual advertising costs as follows.

Advertise-with-usAdverts across more than one property can be purchased as a part of a campaign, and merchants can specify their requirements via the Advertiser Information Form, which must be submitted in advance in order for a merchant to signify interest in the scheme and receive further information / instructions  from Linden Lab (no payment required at the time of submitting the form). All ads must conform with the Ad Unit Guidelines.

There is no upper limit to campaigns, so long as the minimum fee of $1,000 USD is met, and campaigns of $10,000 or more can be invoiced. Additional requirements are outlined in the FAQ.

While the minimum cost of a campaign may seem expensive, the cost per 1,000 impressions is roughly equitable to charges made by Google for banner advertising. With a high monthly number of uniques (estimated at around 350,000 for properties such as the dashboard / My Account and the SL Marketplace), the advertising might be seen as highly targeted at an audience liable to have an interest in products and services on offer – assuming they are not using browser-based ad blockers.

For further details please refer to the links below.

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