Space Sunday: OSIRSIS-REx: sampling an asteroid

An artist’s impression of NASA’s OSIRIS-REx above the asteroid Bennu,with Earth added in the background for dramatic effect. Credit: NASA Goddard

After a period of delay, NASA’s Origins, Spectral Interpretation, Resource Identification, Security, Regolith Explorer (OSIRIS-REx) is due to attempt the collection of a 60 gram (2.1 oz) sample from the surface of 101955 Bennu, a carbonaceous near-Earth asteroid, on Tuesday, October 20th.

Originally scheduled for August 2020, the attempt to gather the sample requires the space craft to slowly descend to within “touching” distance of the asteroid using a robotic arm. If successful, the sample gathering will open the door for OSISRIS-REx to complete the remainder of its mission before making its way back to Earth where the sample can be analysed.

Launched in September 2016, OSIRIS-REx is one of two such asteroid sample return missions currently in progress, the other being Japan’s Haybusha 2 mission (the original Hayabusha mission also returned samples from an asteroid – but they only amounted to around 1 milligram of material).

Having been launched well ahead of OSIRIS-REx, Hayabusha 2 is actually on its way back to Earth from asteroid 162173 Ryugu, with which it rendezvoused in June 2018. It spent 18 months surveying the asteroid, depositing four micro-rovers on its surface before gathering samples blown off of the asteroid by the force of a kinetic impactor (think bullet), allowing it to collect a mix of surface and sub-surface material. Currently, Hayabusha 2 will deliver its cargo back to Earth during a fly-by on December 6th, 2020, after which it may be tasked with a further sample return mission.

Image sequence showing the rotation of Bennu, captured by OSIRIS-REx at a distance of around 80 km. Credit: NASA Goddard

OSIRIS-REx reached it’s target, Bennu, at the very end of December 2018 and has spent most of the intervening time studying the asteroid in detail. Both Bennu and Ryugu are of interest to scientists for a number of reasons: they are both part of a class of asteroids that are believed to have been around since the formation of the solar system, and so they could help us learn more about that period.

Both are also in the Apollo asteroid group, meaning they routinely cross Earth’s orbit, and thus present a potential collision risk, and at 1 km diameter for Ryugu and just under 1/2 a km for Bennu, an impact from either would not be a Good Thing for Earth. So, another reason for sampling them is to determine their composition (and by extension, allow us to draw conclusions about the composition of other large Apollo asteroids) that may help make a determination of how to deal with them should that threat of impact become real (in fact, there is a chance that Bennu in particular might impact Earth between 2175 and 2199).

Finally, samples from both might offer clues as to how life-forming materials reached the surface of Earth.

Bennu has proven particularly intriguing for scientists. For one thing, it has proven to be entirely unlike anything that had been anticipated; rather than being relative smooth, with crater pits and sand-like regolith (surface material), Bennu revealed it is a boulder-strewn place with rocks in places comparable to mountains relative to its size, many of them placed so closely together, any attempt to gather samples near them would like result in a loss of the vehicle. This required a more extensive survey to determine potential sample sites, with five initially being identified, before these were narrowed to two, the primary, Nightingale, and a back-up.

This image, captured by OSIRIS-REx shows the Nightingale sample gathering crater surrounded by large boulders. The silhouette of the spacecraft (which is about the size of a van – excluding the solar panels and has a mass of just over 2 tonnes) added for comparison. Credit: NASA Goddard

The asteroid also demonstrated it can emit plumes of material from within itself when in the “warm” part of its 1.2 year orbit around the Sun. However, one of the most surprising discoveries was the identification of six bright boulders on the asteroid’s surface which, when subjected to spectroscopic analysis, revealed themselves to be of the same materials as boulders on Vesta, the second-largest asteroid in the solar system, surveyed by the NASA / ESA Dawn mission.

It’s believed that the presence of these rocks indicates that Bennu started life as part of a larger body – an asteroid or planetesimal – within the asteroid belt beyond Mars, where it was in collision with a fragment of Vesta, depositing material from the latter on its surface. That event, or another similar collision, led to a “catastrophic disruption” within Bennu’s parent, creating Bennu itself and sending it on its way into the inner solar system to be caught in an orbit much closer to the Sun.

The asteroid has also revealed itself to be particularly rich in carbon-bearing material, which can tell us how much water it may have contained (and how much might still be present as sub-surface ice). What is particularly interesting here is that many of the boulders on Bennu contain mineral veins composed of carbonate – which on Earth often precipitates from hydrothermal systems that contain both water and carbon dioxide. Some of these rocks are located around the Nightingale sample  recovery area. The presence of such carbonate strongly suggests that Bennu’s parent body, whether asteroid or small planetary body,was likely hydrothermally active. This has in turn given rise to the prospect that any sample returned by OSIRIS-REx might contain organic material.

Continue reading “Space Sunday: OSIRSIS-REx: sampling an asteroid”

Firestorm celebrates 10 years with a splash

via the Phoenix-Firestorm Project
My name is Jessica Lyon. My goal during my time with the Emerald Project, was always to give the users what they want. That goal has never and will never change. I’m very happy to announce, it continues…
A few days ago, I assembled a team of developers to work on a new viewer. Some who were originally Emerald developers, some who were not. All are respected reputable residents in the Second Life Community. The goal was simple, to provide users with what they want and do it transparently.
I’m am very proud to announce the launch of the Phoenix Viewer.

Jessica Lyon, September 3rd, 2010

With those words, printed in her personal blog, Jessica Lyon announced the arrival of the Phoenix viewer, and the birth of what would become Second Life’s most popular third party viewer. It marked a new beginning for a number of people – Jessica among them – who came together out of the ashes of the Emerald viewer to try to continue the work started by that viewer before one or two wombats (the term my father endearingly uses to denote “complete idiots”) who opted to trash the innovative work started in that viewer for the sake of petty stupidity. Emerald hadn’t been the first third-party viewer on the block, but it had become one of the most innovative, both exposing viewer capabilities hidden the the vagaries of the viewer’s debug settings, and in developing various viewer-side only capabilities, such as multi-attachments (more than one attachment on the same attach point). With Phoenix, Jessica and the team around her sought to carry on the good work started with Emerald whilst leaving the stupidity well behind them, embracing the closer working ties between the Lab and TPVs that would come to grow out of the Emerald debacle with the rise of the Third-party viewer policy and an unfolding of greater co-operation between TPVs and the Lab. Why history might suggest otherwise, Phoenix itself had a relatively short active lifespan – by the time it arrived, the Lab had launched the viewer 2.0 UI, and by the time Phoenix reached its first anniversary on September 3rd, 2011, the Phoenix team had already launched their own version of the viewer using the new UI code base – Firestorm – which was destined to become the focal point of the team’s work, although they tried to keep Phoenix, with its Viewer 1.2x UI, going for as long as they could. Nevertheless, in just its first year, Phoenix attracted a large following, partially due to things like the multi-attachment option (even if it did make those using it appear as if the were walking around with a tail of attachments trailing out of their rear ends to those on other viewers), and this trend continued as Firestorm ramped-up and continued with the innovative approach taken to capabilities, both in exposing those in the viewer, and through the adoption of others (such as William Weaver’s Phototools). As noted, as the time passed, Firestorm developed an ever-closer working relationship with the Lab, routinely making code contributions to help benefit the latter, and offering proposals for specific improvements, such as an official implementation of a hover height slider capability. Now, to be fair, Firestorm have never been alone in making code contributions to the Lab, but they have been one of the most consistent in doing so, as the visualisation below shows.

This video from Firestorm’s Pantera Północy shows the flow of code and contributions from LL to Firestorm and Firestorm to LL over a 10-year period

They’ve also dared to push the boundaries of viewer capabilities from time-to-time, trying to respond to user requests. One of the most notable examples of this came in 2014, when – under the guise of an April Fools joke – the Firestorm team presented their proof-of-concept Dynamic User Interface that allowed UI elements to be pulled out of the main viewer window and displayed on secondary monitors (see: Firestorm Dynamic User Interface (DUI): it’s a real prototype), the hope being it  might result in a collaborative effort among viewer coders to make the idea a reality. Sadly, that particular idea died a silent death, but setbacks like it have never stopped the Firestorm team from working with the Lab to offer viewer improvements – the most recent being the updates in the mesh uploader, which were promoted as this Lab’s de facto release viewer, and which incorporate contributions from Firestorm. Firestorm has always sought to support the community as well – its in-world groups routinely share information with users, Firestorm is a part of the Lab’s Community Gateway Programme seeking to bring new users into Second Life, and so on.
Firestorm has two special gifts for those attending the 10th anniversary party on October 18th
All of which means that over the last decade, the Phoenix Firestorm Project has been a truly unique an beneficial collaboration within Second Life – and is likely set to remain so in the future. The viewer’s tenth anniversary officially came on September 3rd, 2020. however, on October 18th, from 1:00 noon SLT through until 15:00 SLT, the Firestorm team are holding a birthday party,  with special gifts for those attending and some special live performers. So, grab a taxi below, and head on over. Happy 10th anniversary, Firestorm!

Party SLurls

(Only valid on October 18th, 2020)

2020 TPVD meeting week #42: summary

Isolation’s Passengers – blog post

The following notes are taken from the TPV Developer meeting held on Friday, October 16th, 2020. These meetings are generally held every other week, unless otherwise noted in any given summary. The embedded video is provided to Pantera – my thanks to her for recording and providing it. Time stamps are included with the notes will open the video at the point(s) where a specific topic is discussed. Note these summaries are not intended to be a full reporting on all topics discussed, but focus on those items that are more directly user-facing.

Another exceptionally brief meeting, with some discussion in chat, so please refer to the video as well.

SL Viewer News

[0:15-2:18]

As per my CCUG meeting notes, the Mesh Uploader RC was promoted this week to de facto release status – refer to the release notes (link below) for details of the cosmetic and informational changes made to the uploader (which are in part based on contributions by Beq Janus of the Firestorm team). This leaves the current official viewer release list as follows:

  • Current release viewer version 6.4.10.549686, formerly the Mesh Uploader RC released October t and promoted on October 14 – NEW.
  • Release channel cohorts:
    • Cachaça Maintenance RC viewer, version 6.4.10.549752, issued October 1.
  • Project viewers:
    • Project Jelly project viewer (Jellydoll updates), version 6.4.10.549690, October 1.
    • Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

General Viewer Notes

  • As per this week’s CCUG meeting, Vir is hopeful that the Legacy Profiles project viewer may be able to move forward soon using a workaround to get it past the current blocker of needing some web-side updates.
  • The Custom Key Mappings project viewer is being considered from promotion to RC status with its next update.
  • There is an upcoming RC viewer featuring some UI changes – possibly including the update to give HUD items in inventory their own inventory icon, as discussed by Steeltoe Linden in the CCUG week #40 meeting. Thus might be appearing in the next week or so.

The proposal UI change to distinguish HUD items from other objects in inventory.Left: how things are now, with HUDs using the same cube icon as other objects. Right: the proposed new HUD cog icon.

  • [5:24-6:54] There have been some issues with viewer documentation not appearing on the relevant web pages, leading to concerns that such documentation might be “going away”.
    • The problem has actually been caused by the mechanism used to generate the information not having been updated for some time (and also not even using current information), so when it was migrated to AWS services, it “fell apart”.
    • Rather than try to fix the issue, the decision has been made so that once uplift has been completed, the mechanism will be replaced with an easier to maintain process. However, it does mean that for the time being, some viewer related documentation may not be available.

In Brief

  • [9:20-10:00] BUG-228679: Media-on-a-Prim doesn’t register keystrokes correctly on Mac – unfortunately, no progress to report.
  • [12:12-13:40] A couple of TPVs have been holding off making a formal release of the Environment Enhancement Project (EEP) updates beyond their current beta releases in case LL make further EEP update releases like the recent Love Me Render #4 viewer release. However, the advice from the Lab to these TPVs is:
    • To consider the high-priority EEP fixes as being “done”, as the Graphics team is now focused on priority long-term architecture work (including moving the viewer beyond OpenGL).
    • That future EEP fixes, when made, will form a part of the regular Maintenance RC viewer releases, rather than having any dedicated RC viewer updates.
  • [13:49-16:58] EEP performance issues:
    • Some TPVs have reported significant performance / FPS drop-off with EEP (around 15%). However, the Lab is not seeing anything close to this with the official viewer.
    • Unless there are detailed reports filed on the issue – using the official release viewer – that provide information on where / when / how the issue is being witnessed (e.g. the kind of test carried out, where in-world, the hardware configuration and viewer settings used, the results obtained, etc.), that allow LL to reproduce the problems, they do not see what can be done by way of investigation / fixes.
      • It was pointed out that comparable testing on the official viewer is difficult due to the limited amount of video memory available (512 MB compared to a minimum of 1 GB on most TPVs), which also affects performance, and so might skew results / how results are seen (e.g. are they EEP or are they due to texture load issues?).
      • Vir indicated that the amount of assigned texture memory is something the Lab will be looking at in the future.

A Wooley Swamp in Second Life

The Legend of Wooley Swamp, October 2020

Amaya Mavinelli dropped me a line recently suggesting a visit to The Legend of Wooley Swamp. It came alongside an invitation from Mathias Laurent, one of the region’s designers, to also pay a visit – so off I hopped!

Occupying a Full region with the additional private region bonus, Wooley Swamp is the work of Matt and his SL partner, Aleriah Laurent (Aleriah Huntsman), and it takes as its inspiration The Legend of Wooley Swamp, the 1980 recording by The Charlie Daniels Band that forms the second track on their album Full Moon. It’s a story about a man – the song’s narrator – who hears a fable about a ghostly place called Wooley Swamp, and ignoring the advice of others, determines he has to confirm the truth of the story for himself.

The Legend of Wooley Swamp, October 2020

If you ever go back into Wooley Swamp son you better not go at night
There’s things out there in the middle of them woods
That’d make a strong man die from fright
There’s things that crawl and things that fly
And things that creep around on the ground
And they say the ghost of Lucias Clay gets up and it walks around.

– Charlie Daniels, The Legend of Wooley Swamp

Through the song, we learn of the fate of Lucias Clay, a miserly old man who cared more for money than people, at the hands of of the Cable brothers, and the turnaround fate meted out to them after they’d murdered him for his jars of money. What the narrator discovers is left open, but it leads him to state, there’s some things in this world you just can’t explain.

The Legend of Wooley Swamp, October 2020

The old man lived in the Wooley Swamp way back in the gurgling woods
And he never did do a lot of harm in the world
But he never did do no good
People didn’t think too much of him
They all thought he acted funny

– Charlie Daniels, The Legend of Wooley Swamp

It was a popular song of the day, following on from the success of The Devil Went Down to Georgia, and remained popular at the Band’s concerts. What might be less known to those not so familiar with Charlie Daniels, is that Wooley Swamp is a place where he used to hunt at night as a youngster. Thus, The Legend of Wooley Swamp – the region – could be said to be not only inspired by the song, but also a little bit of a homage to the singer / songwriter, who passed away earlier this year.

The Legend of Wooley Swamp, October 2020

In keeping with all this, the region presents a swampy environment, dank, dark, and with sluggish water through which alligators can be sighted. Rotting houses and cabins and an old houseboat are scattered about, the paths and trails misted, whilst a partially-flooded graveyard adds to the spooky mix. Which one might be old man Clay’s cabin is up to you to decide; none look particularly homely, although there are occupants and hints of occupancy to be found – together with one or two nods to the season. There are also signs of mysterious goings-on as well: strange noises, orange and red eyes glaring menacingly out of the darkness at passers-by, human skulls  gathered together in a fire bowl…

Those visiting are asked to accept the local experience on arrival (you need only do so once, lest you later opted to remove it through the viewer). This adds a level of interaction to a visit.  As you explore the region, you may come across Mason Jars (normally for preserving food, but in the song, old man Clay filled them with money and buried them in the grounds around his cabin). Touch them, and you get an extract of the song and a gold coin. Beware, however, you can also get yourself killed – but as Aleriah noted to me, this can only happen just once a day!

The Legend of Wooley Swamp, October 2020

Coupled with a rich sound scape, lending itself to a range of windlight settings as well as its own default, and with plenty of little touches – some with a horror edge to them, some not – The Legend of Wooley Swamp makes for an interesting, photogenic and slightly different visit for Halloween.

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Oz Linden posts on Second Life cloud uplift status

Logos ©, ™ and ® Linden Lab and Amazon Inc

On Friday,  October 16th, Oz Linden posted on the status of the cloud uplift work – see: Uplift Update -, the article coming as regions on the main (Agini) grid are gradually starting to be migrated to AWS services. For those possibly unaware of this project, Oz provides an opening explanation:

We’ve been working hard on the Uplift of Second Life. If you have not been following this project, that’s what we’re calling the migration of our Second Life simulators, services, and websites from a private data centre to hosting in The Cloud (Amazon Web Services). It’s a massive, complicated project that I’ve previously compared to converting a steam-driven railroad to a maglev monorail — without ever stopping the train. This undertaking has at times been smooth sailing, at other times a very bumpy ride. We wanted to share some more of the story with you.

The uplift project was first announced in August 2017, and formed a part of the Lab’s presentation at the AWS Reinvent conference that same year – which if nothing else points to the amount of planning and testing that has been going on both before and during the gradual migration of services, which has been going on for somewhere between 12 and 18 months, recently reaching the point were the aforementioned main grid region migrations could commence.

As Oz notes, the work has been very incremental in nature, and always with a the aim of transitioning services in such a way that users generally have not been aware of which services have moved and when. This has certainly been true for many of the back-end services (no-one noticed when the log-in services and the inventory  / asset services moved to AWS, for example). However, as Oz notes in his post, there have been a few bumps on the road.

Some of these problems were initially manifested on Aditi, the Bet grid, which saw batches of regions cloned from the main grid and transitioned to the cloud. Region crossings were one such problem which, thanks to extensive testing by users on Aditi, allowed the Lab to make changes to region crossing that have generally improved things even sans the uplift – although as the Lab readily notes, there is still future work to be done on region crossings once the uplift work has been completed.

Work related to the uplift project allowed the lab to make improvements to region crossings that have benefited Second Life even before regions on Agni (the main grid) commenced a slow migration to AWS

However,  some problems unfortunately only manifested once some back-end services had been uplifted and were so bedded-in to running on AWS, reverting to running them out of the Lab’s co-lo is no longer an option. Again, as Oz notes, the recent group service issues being a case in point. Other issues – such as the recent bout of avatar bake (appearance) failures – have been the result not of moving that service to the cloud (the Bake Service has also been AWS based for a while without most users noticing), but in making subsequent changes to a related service – again pointing to the complexities involved in moving multiple systems and services from an established operating environment to an entirely new operating environment.

Elsewhere, there has been a need to revert the Marketplace to running via the lab’s co-lo (albeit it temporarily), whilst some known issues  – such as teleport failures – may or may not be linked to migration issues, with the Lab engaged in trying to get to the bottom of things. So if you do see a problem, don’t automatically assume it is uplift related; even without the current migration work, SL can be temperamental!

Currently, around 100 regions on the main grid have been uplifted, and Oz confirms that, barring the unforeseen, the end-of-2020 for uplift completion is still very much the goal.

For more information, please take a read of his post.

My Second Life Landscapes at Konect Art

Konect Art Gallery: Second Life Landscapes

I genuinely don’t like self-promotion, particularly when it comes to my Second Life photography ( which I view as blog illustrations rather than “art”). However a couple of months ago Gonzalo Osuna (Jon Rain) asked me to exhibit at his Konect Art Gallery – and was not going to take no for an answer!

So, running from Friday, October 16th through until the end of the month is an exhibition of some of the many images I’ve taken over the years as I’ve explored Second Life, entitled Second Life Landscapes.

Konect Art Gallery: Second Life Landscapes

I’ll admit that it is my biggest exhibition to date – and as such, I’m glad it has had something of a “soft” opening rather than a big splash, as I think I would have been too nervous to do anything more than  hide in a corner. When invited, and given past exhibits at the gallery, I was anticipating being one of two people displaying their work – so I was stunned, surprised and deeply flattered (as well as slightly panicked!) when I arrived to set-up this week and find that the entire gallery had been made available to me!

So, the result is some 35 of my images are offered across the two floors of the gallery in a relatively large format and which feature many of the places I’ve particularly enjoyed visiting since around 2014. I’ve even managed to include one or two that haven’t shown up in my Flickr stream!

Konect Art Gallery: Second Life Landscapes

Anyway, I’m not going to prattle on about things here – but I hope you’ll pop over to Konect Art between now and the end of October and have a look around. And while there, why not chill out to the sounds of Konecta Radio?

My thanks again to Gonzalo for the invitation to exhibit!

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