OpenSimulator: Justin Clark-Casey steps back

Maria Korolov on Hypergrid Business covers the news that Justin Clark-Casey is significantly scaling-back his involvement in OpenSimulator development.

Justin Clark-Casey
Justin Clark-Casey

For those deeply entrenched in Second Life, his name may well pass unnoticed. However, since 2007, Justin has been deeply involved in OpenSimulator, as both a core developers and as a founding member and first president of the Overte Foundation, a non-profit organisation that manages contribution agreements for the OpenSimulator project.

Just how big a role he has played can in part be seen through the 11,631 code commits he has personally made to the project over eight years  – that averages out to just under four commits every single day.

Justin announced his decision to step back from what has been a central role within the OpenSimulator in a blog post, where he emphasised that he’s doing so in part because he’s shifting career, although he makes it clear he is not leaving OpenSimulator entirely; it just won’t be a primary focus in his life in the foreseeable future:

OpenSimulator (and the Metaverse in general) has been an amazing journey but, as they say, we have grown apart. For whatever reason the area doesn’t fascinate me as it did. For better or for worse, that’s crucial for me to feel happy in my work.

I’m not disappearing completely but very likely for the immediate future my involvement will be at a low ebb (mainly answering mailing list questions and the occasional bug fix). My new field is quite a bit different (data warehousing for genetics and synthetic biology) but I will always have a soft spot for virtual worlds and the idea of the Metaverse.

Justin Clark-Casey's code commits to OpenSimulator amount to 11,631 over eight years, work that has involved him in laying many of the foundations for the project and in re-factoring much of the code-base in 2011/12 (source: Black Duck’s Open Hub open source project tracker, via Hypergrid Business)
Justin Clark-Casey’s code commits to OpenSimulator amount to 11,631 over eight years, work that has involved him in laying many of the foundations for the project and in re-factoring much of the code-base in 2011/12 (source: Black Duck Open Hub open source project tracker, via Hypergrid Business)

As well as his own code contributions, Clark-Casey has been noted for carrying out a significant portion of the work required integrate patches submitted by others, and has also taken on many of the organisational duties and activities which have perhaps been seen as somewhat onerous by other developers.

His popularity and import to the OpenSimulator community can be measures by the outpouring of personal thanks and testimonials which followed his own blog post and featured in Maria’s Hypergrid Business article.

According to Maria, Justin’s announcement has led to some concerns as to the future of the project. While there has never been a single de facto leader for the platform and its very diverse and global community, Clark-Casey has very much been the public face of the platform, hence some of the concerns raised.

However, as others central to the platform’s development have been quick to point out, this is not the first time a key figure has opted to set back from the platform. As it is, the team of core developers has changed over the years and remains strong. Similarly, OpenSimulator itself enjoys broad-based support and engagement from individuals, groups, education and academia and business. As such, there is little need to doubt its foreseeable future.

“Open source development has a high churn of people, for many reasons, and many times people who have been there for a long time simply decide to leave and do something else,” Crista Lopes, creator of the Hypergrid, told is quoted as saying in Hypergrid Business. “The good thing about open source projects is that, if people find them useful or interesting, the projects survive any one particular developer’s absence. That will happen with OpenSim too.”

I only had cause to talk to Justin twice over the years, and was certainly not in any way acquainted with him. However, as a very occasional OpenSimulator visitor (notably via Kitely, OSGid and InWorldz), I offer my own thanks to him for all of his contributions to the OpenSim community, and best wishes as he enters a new stage in his career.

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Space Sunday: active Ceres, open Mars, and shooting stars

Dawn mission patch (NASA / JPL)Dawn, the NASA / ESA joint mission to explore two of the solar system’s three “protoplanets” located in the asteroid belt between the orbits of Mars and Jupiter, continues to intrigue scientists as it studies Ceres, the second of its primary targets.

As I reported in June 2015, Dawn is part of a broader effort to better understand the origins of the solar system and how the planets actually formed; all of which might give us greater understanding of how life arose here on Earth.

Launched in September 2007, Dawn arrived at Ceres in March 2015, after a 2.5 year transit flight from Vesta, its first destination, which it had been studying for 14 months following its arrival in July 2011. Because of their relative size – Ceres accounts for around one-third of the total mass of the asteroid belt – both of these airless, rocky bodies are regarded as dwarf planets, rather than “simple” asteroids. However, Ceres is proving to be quite the conundrum.

At the start of July, Dawn completed the first part of its high-altitude survey of Ceres and fired its low-thrust ion drive to start a series of gentle manoeuvres to reduce its orbit around from 4,400 kilometres (2,700 miles) to 1,450 kilometres (900 miles). It’s now hoped that from this lower orbit, the space craft will be able to discover more about some of Ceres’ more mysterious features.

One in particular has been the subject of much debate. It started when Dawn imaged a series of bright spots within the crater Occator as it made its initial loop around Ceres to enter orbit. Since that time, it has repeatedly images the bright spots, and their presence has also been confirmed by the Hubble Space Telescope.

A June 6th image of the bright spots within a crater on Ceres, captured by Dawn on June 6th, 2015, from a distance of
A Dawn spacecraft image of the bright spots within a crater on Ceres, captured on June 6th, 2015. With the vehicle now entering a much lower altitude mapping mission, it is hoped that even more detail on the spots  – and the faint haze discovered within the crater – will be obtained

Currently, it is believed the bright marks might either be salt deposits or water ice (the European  Herschel Space Observatory had previously found evidence of water vapour on Ceres).  However, while the science team aren’t leaning either way, their mission briefing on July 21st, leant some weight to the bright spots perhaps being water ice. This came in the form of an announcement that he 92 kilometre (57 mile) wide Occator has its own, very localised atmosphere focused around the bright areas.

The evidence for this comes from images of the crater taken from certain angles which reveal a thin haze covering around half of the cater, but not extending beyond its walls. Th thinking is that this haze is perhaps the result of the ice in the bright area – if they are ice – sublimating out.

However, if this is the case, it actually raises a further mystery: why the haze? Generally, such sublimation would lead to the resulting gases dissipating very quickly, without forming a haze. One hypothesis is that Ceres’ gravity, which is somewhat higher than might be expected for a body of its size) may be and influencing factor.

The 5 km high "pyramid" mountain pokes up above the limb of Ceres. Flat-topped, it has streaks of bight mateiral on its flanks giving the impression something has been flowing down it.
The 5 km high “pyramid” mountain pokes up above the limb of Ceres. Flat-topped, it has streaks of bright material on its flanks giving the impression something has been flowing down it.

The bright spots aren’t the only curious feature on Ceres. Dawn has also spotted numerous long, linear features whose cause is unknown, as well as one big mountain that mission team members have dubbed “The Pyramid.” This massif, about 5 km (3 mi) in height, and around 30 km (19 mi) across at its base, is oddly flat-topped and has streaks of bright material on one of it flanks, as if something has been cascading down the slope. What this might indicate has planetary scientists scratching their heads at this point.

With all the mysteries thrown up by New Horizon’s recently flyby of Pluto, and Dawn’s discovery of mysterious features on Ceres, it really is becoming a case that the tiny worlds of our solar system are perhaps the most perplexing.

Three years ago, in August 2012, NASA’s Mars Science Laboratory rover, Curiosity, arrived in Gale Crater, Mars. Since that time, the rover has made some remarkable discoveries, as reported in this blog over the years.

To mark the anniversary of the landing, NASA has launched two new on-line tools designed to open the mysterious terrain of the Red Planet to anyone with an interest in planetary exploration.

Experience Curiosity allows users to journey along with the one-tonne rover on its Martian expeditions. The program simulates Mars in 3-D, using actual data returned by the rover and NASA’s Mars Reconnaissance Orbiter (MRO). It also uses a  game-ready rover model based entirely on real mechanisms.

Experience Curiosity allows you to learn about the rover using a 3D model which can be manipulated and driven, using a WebGL application
Experience Curiosity allows you to learn about the rover using a 3D model which can be manipulated and driven, using a WebGL application

User are able to drive the rover, examine it, call up data on key components, witness the driving view from different cameras on the rover, and operated the robot arm. Activities are a little basic, but as this appears to be a part of NASA’s Eyes On project, capabilities may grow over time.

Mars Trek is a much more expansive tool – one which is actually being used in the planning for the Mars 2020 rover mission. It features interactive maps, which include the ability to overlay a range of data sets generated from instruments aboard spacecraft orbiting Mars, and analysis tools for measuring surface features. Standard keyboard gaming controls are used to manoeuvre the user across Mars’ surface, and topographic data can be exported to 3D printers to allow the printing of physical models of surface features.

The map view and be manipulated in 2D or 3D, data on various surface missions is provided, compete with the ability to zoom into the surface locations for these missions, making for a visually impressive model.

Continue reading “Space Sunday: active Ceres, open Mars, and shooting stars” →

Quartz offers a gem on Sansar, VR and Second Life

“come with me!” – in , Could the Oculus Rift help give Second Life a second life? Alice Truoung examines the promise of avatar-based virtual spaces

There has been another recent spate of articles on Linden Lab, Project Sansar, Second Life and the potential for avatar-based virtual spaces with the upcoming advent of VR. Even Moviepilot, whom I took to task in 2014, has been busy looking at what’s going on, while Gamasutra rushed out what is essentially a nutshell version of Eric Johnson’s excellent Re/code article examining the question of the metaverse, which I looked at here.

However, the pick of the latest crop has to be Alice Truong’s article published in Quartz: Could the Oculus Rift help give Second Life a second life?  While the title might sound Second-Life centric and suggestive of a piece looking at how it will faire under the Rift (“not very well”), it is anything but.

What is actually presented is a well-rounded piece on the future of avatar-based virtual spaces which uses Second Life as the measure of their mark and launchpad for their future. Within it, Second Life is examined from a number of angles and Sansar is explored, together with a nodding look towards High Fidelity.

Alic Troung: thought on virtual spaces and avatars in Quartz (image credit: Quartz.com)
Alice Truong: thought on virtual spaces and avatars in Quartz (image credit: Quartz.com)

As with most of the pieces which had appeared over the last month or so, little real news on Sansar (or SL’s development for that matter) is given out. This is hardly surprising, as the Lab does like to hold its cards close to its chest – the relative newness (and thus the difficulty in highlighting specific tablets-of-stone facts) of Sansar notwithstanding.

What makes this article a joy, is that it provides a solid framing for the subject of the Lab and virtual worlds, reaching back to 1999 and the original efforts with The Rig. This is nicely packaged and offers a solid foundation from which Ms. Truong expertly weave her piece. Some of the path she takes will be familiar, particularly where SL and Sansar is concerned. We get to hear about SL’s growth, revenue, the US $60 million collectively cashed-out of the platform by many of its users, etc.

We also get fair mention of the decline in the number of active users on the platform, but again, this is properly framed. At its peak, SL had around 1.1 million active users; eight-ish years later, that number stands at around 900,000. A decline, yes. but as Ebbe Altberg points out hardly any kind of “mass exodus”; and certainly nowhere near the dire haemorrhaging of users we tend to hear proclaimed to be happening every time the Lab makes what is perceived as an irksome decision.

For Sansar, similarly familiar ground is covered – the revenue model (and the comparison with SL’s model and its weakness), the promise of VR, the opportunity to grow a platform for “tens, if not hundreds” of millions of users, the aspect of much broader “discoverabiilty” / ease of access for Sansar in order to help generate more appeal, and so on.

Mention is made of the Lab planning to “commercially release” Sansar by the end of 2016. Given what has been said by the Lab to date concerning time frames for future work, and allowing for Ebbe’s comments of perhaps having something worthy of a “version 1.0” label by the close of 2016, I’m taking the comment to be more of a misunderstanding on Ms. Truong’s part than any revelation as to Sansar’s roadmap.

Hunter Walk (l), the Lab's former
Hunter Walk (l), the Lab’s former “Director of Everything Non-Engineering” as well as a founder of the company, and now a VC in his own right, and Bernard Drax, aka Draxtor Despres (r) offer thoughts on Sansar

Another enjoyable element of this article is that Ms. Truong casts her net wide for input; thus she captures both Hunter Walk and Draxtor Despres. Their comments serve to both offer the means by which ideas can be further explored in the piece, and serve to offer a measure of counterpoint to the assumed mass appeal spaces like Sansar and High Fidelity will have.

Hunter Walk, for example, underlines the most critical problem in growing users Second Life has faced throughout its lifetime – that of accessibility and use. As he states, “ultimately, the work you had to put in was, for most people, more than the fun you got out.”  Not only does this underline the essential truth about SL’s longest-running issue (it’s as true today for many as 2003/4), it lays the foundation for an exploration of some of Sansar’s fundamental differences to SL later in the article.

Hunter also passes comment on the idea of these spaces finding many millions of users, pointing out that “tens of millions” was always an unrealised dream at the Lab for Second Life; perhaps a cautionary warning about focusing on user numbers. He also seems to offer something of a warning on investment returns in such ventures as well, again referencing Second Life, although if intended as a warning, it is more relevant to High Fidelity (which has received around US $16.5 million in investment to date).

Draxtor similarly questions whether user numbers should necessarily be the focus / rationale for building these kind of virtual spaces. Like him, I’m far from convinced Sansar will have the kind of broad-ranging reach to draw in “hundreds of millions” (or, if I’m honest, even more than  the low tens of millions). I’ve explained some of the reason why I think in my review of Eric Johnson’s piece linked to towards the top of this article, so I won’t repeat them here.

Could the promise of 2mixed reality
Could the promise of 2mixed reality” technologies which combine VR, AR and physical world activities yet serve to keep avatar-based virtual spaces a niche endeavour? (image: Magic Leap, via the New York Times)

If I’m honest, my only regret is that while Ms Truong’s tone is (rightly) sceptical in places, there is no outright challenge to the idea that people will embrace avatar-based interactions on a massive scale just because VR is on our doorstep.

Right now, there is a lot going on in the world of technology: VR, AR, the potential to fuse the two; faster communications capabilities, much better mobile connectivity, and so on. All of these could serve to dramatically marginalise any need to persistently engage in avatar-based interactions outside of very defined areas. As such, the inescapable whiff of “will we build it, they will use it” (to utterly mangle an already oft-misquoted line from a certain film) which seems to pervade the talk of high Fidelity and Sansar does perhaps deserve a degree of challenge.

Perhaps I should drop a line to Peter Gray suggesting an interview on those lines…

In the meantime – go read Alice Truong.

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Examining the reality of the metaverse

Th obligatory Sansar promo image :) (please can we have some new ones?) - Linden Lab
Th obligatory Sansar promo image 🙂 (please can we have some new ones?) – Linden Lab

Eric Johnson has a thought-provoking article over on re/code. In Welcome to the Metaverse, he ponders the lot of avatar-based virtual spaces, past and future, and how a number of companies – the Lab included – are betting that the “new era” of VR is going to be the means by which such spaces will become mainstream.

It’s an interesting piece, offering plenty of food for thought, starting with an opening statement by the Lab’s CEO, Ebbe Altberg, on defining human life:

What humans do is create spaces. Some spaces are mobile, like a bus. San Francisco is a space that was created by its users. Whether you go into a pub, a bar, a classroom, a bowling alley, an office, a library … We create spaces and we have people come together in those spaces, and then we communicate and socialize within those spaces.

This is actually the first thing about the article that leaves me with a familiar feeling of feeling at odds with the prevailing view of all things metaverse, albeit for a slightly different reason. With due respect to Mr. Altberg, people didn’t come together as a result of building spaces. They built spaces as a result of coming together. However, as an opening gambit for a study of this thing we call the “metaverse”, it’ll do as an opener.

Eric Johnson, Associate editor, Gaming at Re/code (via LinkedIn)
Eric Johnson, Associate editor, Gaming at Re/code (via LinkedIn)

From here, Mr. Johnson give us the pocket introduction to “the metaverse” via the obligatory (and rightful) nod to Neal Stephenson while simultaneously dispensing quickly with a look at the “past promise” of virtual spaces that didn’t in the end measure-up to the expectations.

This leads the way to a clever little nod to the book which has become this decade’s “Snowcrash”  – in the form of  Ernest Cline’s Ready Player One (which is actually a very good read) – as a means to introduce the main three companies he sees as currently vying for space in “the metaverse” – the Lab,  High Fidelity and AltspaceVR.

Chances are the Sansar and High Fidelity are already well-known to people reading these pages, which AltspaceVR may have passed some unnoticed. As the article points out, they’ve been developing avatar-based VR for the last couple of years, focusing on shared spaces (watching a film with a friend who is halfway across the world for example), and scheduled events, including gaming weekends, etc.

AltspaceVR also has some ideas for business applications with their environments, which they are planning to offer on a pay-to-use basis. And while their avatars main have been viewed with disdain by some, there are a couple of points to bear in mind where the company is concerned.

The first is that as a result of watching some of AltspaceVR’s virtual interactions, Mark Zuckerberg caught the social VR bug, and Facebook went after Oculus VR, with the subsequent $2 billion acquisition (which was actually quite a modest punt when compared to the $19 billion the company had earlier spent on a proven technology in WhatsApp).

The second is that the company, which has been around about as long at Philip Rosedale’s High Fidelity, has almost raised a comparable amount in funding – around $15.7 million to date (SEC filings indicate High Fidelity has raised around $16.5 million), and both are working at solving many of the same technical issues – head and motion tracking, eye tracking, etc.,

Beyond this, others interested in making a pitch into the metaverse space, as Mr. Johnson mentions are IMVU, which has around 15% of it’s 130+ staff now working on trying to integrate VR into its existing spaces (a-la the Lab’s early effects with SL and the Rift), and a small New York based start-up, focusing on VR social games with around $300,000 in seeding money. called Surreal, the 4-person company is billing itself as “the first fully immersive virtual world”, which is focused entirely on using VR HMDs (Oculus, Gear VR and Cardboard).

Johnson attempts to split his examination of the metaverse into two views: the short-term and the long-term. In doing so, he inevitably points to the elephant in the room: Facebook. In this, he quotes Palmer Luckey, who gives a fair warning as to whether or not “the metaverse” is around the corner, and which stands as a cautionary warning, in more ways than one:

I think at this point the term ‘metaverse’ is a bit undefined. For any one company to say, ‘We are building the metaverse’ is pretty hyperbolic. Building all the pieces is going to be hard, and the way you imagine things in sci-fi doesn’t always translate over to the way things will be in the real world.

Palmer Luckey: precient words on
Palmer Luckey: prescient words on “the metaverse”?

He has a very valid point; and with today’s rapidly evolving pace of technology, it’s one worth keeping in mind; the technical issues people see today as only being surmountable through the use of avatars may not actually be technical issues a few years hence.

Interestingly, Johnson places this in the “short-term” view – although both Oculus VR and Facebook have always talked in terms of “the metaverse” still being around a decade away. For the longer term, Johnson looks in particular at High Fidelity’s work and also the Second Life revenue generation success (and, despite the naysayers out there SL is a commercial success, both for the Lab and its users, the latter of whom benefited with collective revenues of $60 million from the platform in 2014), before taking another look at AltspaceVR.

There is a lot to be digested in the piece, and it makes for a good read. However, for me, Palmer Luckey’s warning that how things don’t always match the real world tends to stand out a lot when a lot of the approach being then with avatar-based virtual spaces tend to smack of the “if you build it, they will use it” approach.

I don’t doubt for a minute that spaces will have a lot of applications among various vertical markets. It is no coincidence that the likes of Philip Rosedale and Ebbe Altberg talk much of the same language concerning them: education, training, healthcare, business; there is potential for avatar-based VR spaces in all of them. But I’m still not convinced that longer-term, such spaces are going to claim a much large market among causal consumers than is currently the case, for a couple of reasons.

The first is that the vast majority of people really haven’t seen the need to “climb in” to an avatar for their social interactions – and getting a shiny new headset (which Johnson quotes some rather interesting demographics about) isn’t actually going to change that. The second is connected to the headsets themselves.

High Fidelity and Linden Lab see the education sector as a major focus for their efforts – and neither is wrong. But are avatar-based virtual spaces really going to go consumer mass market?

Simply put, it would seem likely that this brave new world of VR could end-up delivering so many fantastic experiences and opportunities to the casual user, that the majority still won’t see the need to invest time and effort in creating a virtual alter-ego of the kind we desire (and we, as SL / OpenSim users are a niche), because so much else is being delivered to them pre-packaged and ready-to-go. Thus, as Palmer Luckey indicates, the chances are “the metaverse” could well arrive in our lives in a manner very different to that being envisaged by High Fidelity and Linden Lab, thus leaving their approach still very much niche-oriented.

Not that there is anything wrong with that either. As both Rosedale and the Lab can demonstrate, it’s done them rather nicely over the years. And it is fair to say that “niche” this time around a liable to be somewhat larger, simply because of the vertical market opportunities they’re looking at.

Even so, and as mentioned, there is this optimistic we “build / they come” aspect to the whole idea of avatar-based vertical spaces that it would be nice to see an article probing the pros and cons a little more. Perhaps that might be something for a follow-up from Mr. Johnson? In the meantime, Welcome to the Metaverse is a thought-provoking read, and for reasons I’ve not even scratched at here (such as the question of on-line abuse), as such, it’s not one to miss.

Related Links

With thanks to Indigo Mertel for the Google+ pointer at the weekend.

Jeremy Bailenson talks potential and pitfalls in VR

A Tweet by Loki Eliot drew my attention to a Q&A article in the San Jose Mercury News with Professor Jeremy Bailenson, in which he discusses Virtual Reality and raises some interesting points to consider on the future of the technology as a mass-market product.

Professor Bailenson is well qualified to comment on VR. He’s the founding director of Stanford University’s Virtual Human Interaction Lab, and his main area of interest is the phenomenon of digital human representation, especially in the context of immersive virtual reality. His work has been consistently funded by the National Science Foundation for fifteen years, and his findings have been published in over 100 academic papers in the fields of communication, computer science, education, environmental science, law, medicine, political science, and psychology.

Professor Jeremy Bailenson (image: Stanford University)
Professor Jeremy Bailenson (image: Stanford University)

While he is immersed (no pun intended) in the technology and believes in its potential, as he tells Mercury News reporter Troy Wolverton, he is no VR evangelist. In fact he harbours mixed views about some of the uses being touted for VR in the future, and is convinced the current emphasis on VR within the gaming environment isn’t the best use for the technology.

“When Commissioner Adam Silver of the NBA came to my lab, he thought that I was going to try to convince him that one should watch an NBA game from VR. And I can’t imagine what would be worse than that,” he tells Wolverton early in the interview.

He continues, “I’ve never worn an HMD (head-mounted device) for more than a half an hour in my life, and nowadays, I rarely wear one for more than five or 10 minutes. And a two-hour NBA game would be pretty brutal on the perceptual system. I believe VR’s really good for these very intense experiences, but it’s not a 12-hour-day thing.”

In terms of VR and games, he says, “I don’t believe that video games are an appropriate market for this. Especially when you get into the highly violent games — do you really want to feel that blood splatter on you? I don’t think it’s the right use case.”

His belief is that VR is best suited to specific uses, rather than a catch-all new wonder technology. But even then, he sees limits on how much VR will be used. Not because of any technological limitations, but simply because of the physical impact they have on our vision, and what flows out from that.

“Think about how much time you spend on your device a day. It’s more than six to eight hours, and that’s a long time to be wearing a pair of goggles,” he says. “But even if that wasn’t the case, the real problem is that the visual experience with an HMD necessarily produces some eye strain, and that gets fatiguing over time.”

It’s hard to argue with him on this; computer vision syndrome is a recognised condition affecting around 90% of those who use a computer for more than 3 hours a day. The effects are temporary, but can include headaches, blurred or double vision, neck pain, dry or irritated eyes, dizziness and polyopia. With HMDs placing screens mere centimetres from the eyes to the exclusion of all else, there is a risk the symptoms could be more particularly felt, thus limiting the degree to which we remain physically and mentally comfortable when using them.

Computer vision syndrome (CVS) already affects around 90% of people who use a computer screen for more than 3 hours a day. The affects are temporary, and more irritating than harmful - but could they nevertheless impact the degree with which we use VR HMDs?
Computer vision syndrome (CVS) already affects around 90% of people who use a computer screen for more than 3 hours a day. The symptoms are temporary, and more irritating than harmful – but could they nevertheless impact the degree with which we use VR HMDs?

So where does he see VR having particular application?

Part of his work involves him in building VR systems which allow physically remote people to meet and interact. He uses these to study how such systems change the nature of verbal and non-verbal interaction (hence why High Fidelity ask him to become an advisor), as well as exploring how VR might change the way we think about education, environmental behaviour, empathy, and health. It’s perhaps not surprising that he sees these as the primary uses for VR.

“VR experience changes the way you think of yourself and others and changes your behaviour,” he notes. “And when VR’s done well, it’s a proxy for a natural experience, and we know experiences physically change us.”

Even so, he does remain concerned of the potential negative influence of VR on people.

“Am I terrified of the world where anyone can create really horrible experiences?” He asks rhetorically. “Yes, it does worry me. I worry what happens when a violent video game feels like murder. And when pornography feels like sex. How does that change the way humans interact, function as a society?

“The technology is powerful. It’s like uranium. It can heat homes and destroy nations.”

All told, the interview is an interesting read which serves to get the grey matter boggling a little more on the subject of VR, how it might be used and the impacts it might have.

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Space update: Pluto, Mars, and Earth’s big cousin

A composite image of Pluto an Charon, show to scale with one another and in true colour, as they were images by New Horizons on July 15th, 2015 (image courtesy of  NASA/ APL / JHU)
A composite image of Pluto and Charon, show to scale with one another and in true colour, as they were imaged by New Horizons on July 14th, 2015

New Horizons is continuing outbound from the Pluto-Charon system, its primary mission  complete. A new phase of the mission has now begun: returning all the data gathered safely to Earth; a process that is going to take an estimated 16 months to complete. Even so, and as indicated in my last report, what has already been received has been enough to turn much of planetary science on its head.

During a mission briefing on July 24th, 2015, Alan Stern, the New Horizons principal investigator and members of the science team provided a further update on the mission, and revealed some of the more stunning images captured by the spacecraft during the close approach phase of the mission. One of the most striking of these was a picture snapped by New Horizons just seven hours after close approach, when it was already 2 million kilometres (1.2 million miles) from Pluto.

The image shows the dark disc of Pluto’s night side (which will not see the light of the Sun for another 20 years), surrounded by a halo of atmosphere, 130 kilometres (80 miles) thick, backlit by the distant Sun. Within the atmosphere sit two bands of thick haze, one around 50 kilometres (30 miles) altitude and the second at around 80 kilometres (50 miles) altitude.

Taken from a distance of 2 million kilometres (1.25 million million) beyond Pluto, this black-and-white LORRI images, captured 24 hours after closest approach, reveals the haze of Pluto's atmosphere as sunlight is filtered through it
Taken from 2 million kilometres (1.25 million miles) beyond Pluto, this black-and-white LORRI images, captured just 7 hours after closest approach, reveals the haze of Pluto’s atmosphere as sunlight is filtered through it

These bands of haze are believed to be the result of ultraviolet sunlight striking the upper reaches of Pluto’s atmosphere, breaking apart the methane gas there, giving rise to more complex hydrocarbon gases such as ethylene and acetylene. These heavier gases then descend into the colder regions of Pluto’s atmosphere, condensing as ice particles, which are seen by New Horizon’s instruments as the bands of haze.

The ice particles are further acted upon by ultraviolet sunlight so that tholins are formed. Tholins are large complex organic aerosols thought to contain some of the chemical precursors of life. These gradually fall out of the atmosphere to mix with hydrocarbons on Pluto’s surface, giving it the distinctive colouring we see in images like those given below.

Pluto by day: this image of Pluto, captured on July 14th, is the clearest true-colour image of the dwarf planet so far returned by New Horizons and shows deails down to 2.2 kilometres across
Pluto by day: this image of Pluto, captured on July 14th, is the clearest true-colour image of the dwarf planet so far returned by New Horizons, and shows details down to 2.2 kilometres across

The July 24th briefing also revealed some of the most detailed images of Pluto’s sunlit side yet published, starting with the true colour image shown above. This shows Pluto in twice the level of detail as the July 13th image published by NASA, revealing surface features as small as two kilometres across (the ultra-high resolution images LORRI has captured will eventually reveal surface features as small as 50 metres across). Featured prominently and unmistakably in the image is Pluto’s light-coloured “heart”, informally named the “Tombaugh Regio” in honour of Pluto’s discoverer, Clyde Tombaugh.

This huge region is divided into two parts, defined by the two “lobes” of the heart. On the left (west side) is the relatively smooth expanse of the “Sputnik Planum”, roughly the size of Texas.The is largely composed of a thick layer of nitrogen, methane and carbon monoxide ice. That it is almost completely without craters suggests it is much younger than the rest of Pluto’s visible surface; but how it formed has yet to be determined.

An increased magnification image of “Tombaugh Regio” and its surroundings. On the left of the “heart” (the western side of the planet) lies the smooth form of “Sputnik Planum”; to the right, is the eastern “lobe” of the “heart”, which shows similar bright material to that found on “Sputnik Planum”, but spread within more chaotic terrain

The right side of the “heart” is also brightly-coloured, indicating the presence of ices similar in nature to those in “Sputnik Planum”, but it also shows a much rougher terrain as well. Further bright, icy material also extends from the “point” of the “heart” into the southern polar regions of Pluto, again mixing with rougher terrain.

While it is not clear what actually gave rise to the icy expanse of “Sputnik Planum”, it is not believed the same mechanism is responsible for the ice in either eastern lobe or which extends southwards from the “heart”. These are believed to be the result of material from “Sputnik Planum” being carried into these areas, where it is gradually “painting over” surface features there.

An enlarged view of the southern area “Sputnik Planum” bordering the Lovecraft-inspired “Cthulhu Region” showing how the chaotic terrain around the “Hillary Montes” and “Norgay Montes” has been invaded by icy deposits, possibly carried into them as snow by wind action, or even the result of glacial activity

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