Short circuits on Mars and mapping asteroids

CuriosityFollowing my last Curiosity update, which noted that other than for one potential drilling / sampling target, work was wrapping-up for the Mars Science Laboratory in the “Pahrump Hills” location on the lower slopes of “Mount Sharp”, the decision was taken to indeed gather one more sample.

The selected target had been dubbed “Telegraph Peak”, and sits towards the top end of “Pahrump Hills”. It was selected because Alpha Particle X-ray Spectrometer (APXS) measurements carried out by the rover during its 5-month “walkabout” in “Pahrump Hills” revealed the rocks in the area to be relatively enriched in silicon when compared to the corresponding amounts of aluminium and magnesium, which is somewhat different to rocks sample prior to the rover arrival at the basal slops of “Mount Sharp”. This enrichment has also shown to increase the further up the slopes of “Pahrump Hills” the rover climbed, which is of interest to the science team.

“When you graph the ratios of silica to magnesium and silica to aluminium, ‘Telegraph Peak’ is toward the end of the range we’ve seen,” Curiosity co-investigator Doug Ming explains. “It’s what you would expect if there has been some acidic leaching. We want to see what minerals are present where we found this chemistry.”

Sampling took place on February 24th, 2015 (PDT) or Sol 908 for the rover on Mars. For the first time in Curiosity’s time on Mars, it was carried out with no preliminary “mini-drill” operation. Instead, the science team judged that analysis of the rock by APXS indicted it was of a very similar nature to the previous two sample drilling sites in “Pahrump Hills”, and the new lower percussion drilling capabilities the rover now has were judged as sufficiently safe enough to go ahead with a direct sample gathering operation.

How the drill works: On the left, a view of the drill mechanism mounted on the rover's turret, with the drill bit centre bottom. On the right a cutaway showing the sample collection mechanism in the drill bit
How the drill works: On the left, a view of the drill mechanism mounted on the rover’s turret, with the drill bit centre bottom. On the right a cutaway showing the sample collection mechanism in the drill bit

As I’ve covered previously in these pages, obtaining a sample for analysis is a multi-part operation. First the rock is drilled, and a core sample forced up through the drill bit into a one of two sample collection chambers at the top of the drill mechanism. From here, the sample is “shaken” through a feed to another device in the rover’s robot arm turret called CHIMRA – the Collection and Handling for In-Situ Martian Rock Analysis system, used to separate the tailings through a series of sieves, ready for different sizes of sample grains to be passed through the the rover’s on-board laboratory systems.

Both of these operations require the use of the drill’s percussive system to vibrate the turret, forcing material both from the drill’s sample collection chamber and through CHIMRA. However, on February 27th, during the initial operation to move the sample tailings from the drill chamber to CHIMRA, Curiosity’s on-board fault protect system identified a transient short circuit within the robot arm’s electronics. The immediately resulted in all arm-related activities being shut down, and the arm and turret locked into position ready for diagnostic operations to commence.

A transient short can occur for a number of reasons, and can pass without significant problems. However, it may also indicate a potential issue which might require some measure of action, such as a change in operating procedures or a restriction on how a mechanism is used, in order to avoid the issue becoming a serious problem in the future. To this end, following the fault report, mission engineers started diagnosing the problem, with almost all rover operations halted while they did so.

A monochrome image from Curiosity’s Navigation Camera (Navcam) shows the position in which the rover held its arm for several days after a transient short circuit triggered on-board fault-protection programming to halt arm activities on February 27th, 2015 PDT, the 911th Sol of the rover’s work on Mars.

On Thursday, March 5th, as a part of the investigative process, the rover was commanded to carry out a series of vibration tests of the kind performed while forcing the transfer of samples from the drill to CHIMRA. The vibrations were carried out with the robot arm and turret in the same orientation and position which caused the initial triggering of the fault protection system, and in the third of 180 repeat motions, a similar transient short occurred, lasting less than one one-hundredth of a second, enough to trigger the rover’s fault protection systems, and confirming there does appear to be some kind of electrical issue.

Tests are now under-way to determine whether or not the short will occur with the turret in different orientations, and may be followed by additional tests to see if it occurs with the arm in different positions. If no shorting occurs with either a change in the orientation or position of the turret / arm, then the most obvious step in preventing any recurrence of the issue is to avoid placing the turret / arm in the same orientation for sample transfer operations during future drilling activities.

It is hoped that the tests can be completed in the course of the next week. If they show that operations can be resumed safely, it is anticipated that the sample transfer operations will be completed, and Curiosity will then be ready to resume its climb up “Mount Sharp”, leaving “Pahrump Hills” via a narrow valley the science team have dubbed “Artist’s Drive”.

Continue reading “Short circuits on Mars and mapping asteroids”

VR: HTC Vive hands-on

The Vive from HTC:  a VR headset developed with Valve
The Vive from HTC: a VR headset developed with Valve

On Sunday, March 1st, HTC held a presentation on the eve of the Mobile World Congress, Barcelona. During the course of the event, they revealed a new VR headset they’re developing in partnership with Valve.

I pulled together news on the announcement from a variety of sources a few hours after it was made. Since then, more information has hit the media, the results of numerous opportunities for hands-on demonstrations. And going by the feedback, it would appear Oculus VR has some very series competition on its hands.

The big thing everyone has been pointing to as being the real secret sauce for VR is a sense of presence. With so many different systems in so many different states of development, how this will be properly achieved has perhaps been hard to judge. Some headsets are managing it in part, some third-party peripheral makers are looking at various means of providing it with room sensors, body kits, etc. However, from all the hands-on reports, it would seem that HTC are the first to nail it in one fairly straight forward package.

“With the original Oculus Rift and things like Samsung Gear VR, that sensation of really being somewhere else is present, but fleeting,” Carlos Rebato says, writing for Gizmodo. “Those can’t track your body, so as soon as you lean just slightly, the illusion is shattered. The Oculus Rift DK2 did it better, with a motion tracking camera that at least let you lean, but you were still a sort of an armless half-body. Sony’s Project Morpheus improved it further by using controllers keep track of your hands.

“But the Vive? It’s like nothing that’s ever come before.”

The HTC Vive headset with a pair of "base station" scanner below and to the left of it, and a pair of the hand controllers in the foreground (image courtesy of PC Gamer)
The HTC Vive headset with a pair of “base station” scanner below and to the left of it, and a pair of the hand controllers in the foreground (image courtesy of PC Gamer)

Gareth Beavis, over at Techradar, is equally gushing. “There’s a TV show from the early 1990s called Red Dwarf that depicted the last human (and a group of humanoids) that were lost in space in the future, desperate to get home. One of the big ways they stayed entertained was with a holographic headset that let them play in hyper real worlds, like they were living in the action sequence … I always thought that idea, that experience, would never be real.

“But with the HTC Vive I took my first steps into that world.”

Both reports – and others in a similar vein – point to the distinguishing factors that make the Vive the complete package: the laser “base station” scanners and the dedicated hand controllers. Details of both of these were rough at the time of HTC’s announcement, but the various hands-on demonstrations taking place at the MWC and, under the Valve banner, as the Game Developers Conference in San Francisco, more information on them has filtered into the tech media.

The scanners are small, box-like objects designed to be mounted on wall at 90-degrees to one another. As noted in my original article ion the Vive, these can then scan a square area up to 4.6 metres (15ft on a side), accurately tracking multiple sensors on the headset, and the motions of the wearer’s body and recreating them within a virtual environment, allowing the wearer to move around “inside” a virtual space. To reduce the risk of collisions with physical objects, the scanner also map the location of walls and furniture, and the system fades these into the wearer’s field of view should they get too close.

A closer look at one of the "base station" laser  scanners used with the Vive (image courtesy of PC Gamer)
A closer look at one of the “base station” laser scanners used with the Vive (image courtesy of PC Gamer)

Continue reading “VR: HTC Vive hands-on”

HTC enters the VR arena with Vive and Valve

The Vive from HTC: a VR headset developed with Valve
The  Vive from HTC: a VR headset developed with Valve

On Sunday, March 1st, 2015, Taiwanese smartphone manufacturer HTC caught the VR world and tech media somewhat off-guard when, among a series of product announcements on the eve of the Mobile World Congress (March 2nd-5th, 2015, Barcelona), they revealed a new high-end VR headset they have been developing in partnership with Valve, the on-line gaming service.

The revelation comes after a week of speculation on what Valve; statement they’d be revealing a “previously unannounced” Steam VR Development Kit, thought to comprise a new headset and other goodies, at the upcoming Game Developer’s Conference  in San Francisco.

As reported by Engadget among other tech journals, the HTC headset is called the Vive, and is both the headset Valve have been dropping hints about and is a direct competitor to the Oculus Rift, rather than being a headset for use with mobile devices, despite being announced at a an event focused on mobile devices.

As reported by Gamespot, it’s unit offering a 1,200 by 1,800 pixel screen in front of each eye, each with a 90 fps refresh rate to eliminate image judder and offer “photo realism”. It also features a gyrosensor, accelerometer, and laser position sensor. The latter tracks the rotation of your head, allowing you to look around a virtual environment naturally.

Peter Chou, HTC's CEO, unveils the Vive on the eve of the Mobile World Congress in Barcelona, March 1st, 2015
Peter Chou, HTC’s CEO, unveils the Vive on the eve of the Mobile World Congress in Barcelona, March 1st, 2015

According the HTC, the new headset will have high fidelity audio capabilities as well. But what is particularly interesting about it is that HTC are claiming it “will bring the first room-scale [VR] experience” to the world.

This is apparently achieved by combining the headset with a pair of SteamVR “base stations”, and some 70 movement sensors within the system. When placed out, the “base stations” can scan a square space up to 4.6 metres (15 feet) on a side, and any body movement, walking, jumping, turning, etc., captured within that space will be tracked and reproduced within the VR space being seen through the headset.

If that wasn’t enough, HTC are also indicating that they have solved the issue of interacting in virtual spaces. They’ve done this by pairing the headset with a set of wireless hand controllers of their own design. These apparently allow the wearer to use their hands, point, hold things, etc., with sensors mounted on the front of the headset tracking all such movements / actions and again reproducing them in the virtual environment.

The front of the HTC Vive, showing the sensors for capturing hand movements
The front of the HTC Vive, showing the sensors for capturing hand movements / tracking head movements

Like the Oculus Rift, the headset is being initially aimed at the games market, with HTC indicating that Dovetail Games, Fireproof Games, Cloudhead Games, Owlchemy Lab, Bossa Studios, Steel Wool Games and Vertigo Games already having signed-up to support the device.

In addition, and as reported by The Road to VR (see the link earlier in this article), Valve have also been putting out the word that they want to hear from developers and a link from the HTCVR website, launched at the same time as the announcement was made, directs any developer wishing to register their interest in working with the new headset to the Steam website, where they can do so.

Continue reading “HTC enters the VR arena with Vive and Valve”

Microsoft co-founder backs High Fidelity with US $11 million

HF-logoIn what is its largest round of funding to date, High Fidelity, Philip Rosedale’s virtual work start-up, received an additional US $11 million in a round lead by Vulcan Capital, the investment company founded and run by Ex-Microsoft co-founder Paul Allen.

This marks at least the second time Vulcan Capital has made an investment in VR technology recently. In October 2014, they were a part of a US $542 million round of investment in Magic Leap, the company developing a new augmented reality system, with an eye potentially on VR applications and virtual worlds as well.

The news of the funding was broken by TechCrunch on Wednesday, February 25th, after papers confirming the funding round were filed with the US Securities and Exchange Commission. Philip Rosedale later confirmed the news to Techcrunch, after the technology journal had placed an enquiry with High Fidelity on the matter.

Rosedale then went on to make a more public announcement on the High Fidelity blog, which included a fun and informative video on matters featuring himself, HiFi co-founder Ryan Karpf and the ever-popular Emily Donald. As this is unlisted on YouTube, I’m respecting High Fidelity’s wishes and linking to it, rather than sharing it via embedding, although I am sneaking in a still from it.

The US $11 million funding confirmation from High Fidelity includes a short video from Ryan, Emily and Philip outlining the investment news, what it means for the company and mentioning job opportunities at HiFi (image source: High Fidelity)
The US $11 million funding confirmation from High Fidelity includes a short video from Ryan Kampf, Emily Donald and Philip Rosedale, outlining the investment news, what it means for the company and mentioning job opportunities at HiFi (image source: High Fidelity)

The blog post leads with the statement:

We are happy to announce today that we have raised an additional $11M in funding, in a new round led by Vulcan Capital and with participation from other new and existing investors.  This is certainly great news for us, but also great news for the overall VR ecosystem as we continue to see more and more validation from the investing community that VR presents enormous opportunities.  With this investment, we will be able to substantially grow our team as we continue to develop and release our open source shared virtual reality software.

The amount raised is more than that had been achieved during both the first and second funding rounds for the company. These occurred in April 2013 (US $2.4 million) and March 2014 (US $2.5 million), and were largely lead by True Ventures and Google Ventures. In the video, Ryan Kampf gives some idea of what this latest round immediately means for High Fidelity:

The next step for us is going to be moving to a more open alpha stage to let you guys come in and create a lot of cool content that you see around you. We’ve had a lot of fun making it, and we look forward to seeing what you guys can create as well.

The video also covers the fact that High Fidelity is still hiring, with Emily Donald pointing people to the company’s job page, and her e-mail address.

Definitely worth smiling about: Philip Rosedale's High Fidelity gains a further US $11 million in funding
Definitely worth smiling about: Philip Rosedale’s High Fidelity gains a further US $11 million in funding

Following the March 2014 US $2.5 million round of funding, which came on the heels of Facebook acquiring Oculus VR, I idly speculated whether or not it might have put High Fidelity – until then point regarded as being something of a “stealth start-up” in the eyes of the technology media – more firmly on people’s radar. If it wasn’t the case then, a further US $11 million now should certainly do so. And that’s not just good for High Fidelity.

As Rosedale notes in the quote given earlier in this article, this latest investment in High Fidelity does much to further validate the VR / VW ecosystem as a whole as an investment opportunity. That’s got to be good news for any company working on a new VW platform / environment, and which may want to explore wider options and opportunities for possible funding in the future, even if it’s not necessarily a start-up like High Fidelity.

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Avatars on Mars, Falcons in Florida and oceans in space

CuriosityCuriosity, NASA’s Mars Science Laboratory (MSL), has been wrapping things up in the “Pahrump Hills” region at the base of “Mount Sharp”, the mountain-sized mound of deposited material occupying the centre of Gale Crater.

For the last several months, the rover has been engaged on what geologists on Earth call a “walkabout”, zigzagging back and forth across the area, looking for targets of interest for follow-up investigations, and allow the science team to better understand the geology and form of the region.

This method of activity is a change from how Curiosity has largely operated to date, which has seen the rover primarily move from point-to-point along its route, only re-visiting sites as a part of its onward movement towards the goal of reaching and climbing “Mount Sharp” (such as when travelling into, and then back out of the “Glenelg” and “Yellowknife Bay” regions Curiosity first explored in 2012 / 2013).

Curiosity's wandering through
Curiosity’s wandering through “Pahrump Hills”, which started with one of the tree lines into the region at the top of the image

In this respect, and as Aileen Yingst, the Deputy Principal Investigator with the Mars Hand Lens Imager (MAHLI) on the rover, describes, Curiosity has been demonstrating just how much of an avatar it is for the science team, allowing them to careful investigate, examine and catalogue “Pahrump Hills” in a rich, practical way using the very human technique of the “walkabout”, which will serve the mission well as the ascent up “Mount Sharp” continues.

Most recently, and since collecting samples from “Mojave 2″, the area of rock displaying interesting crystalline elements within it, Curiosity has been looking at an area geologists dubbed “pink cliffs”, which shows further signs of the crystalline structures, and might be a candidate for further investigation. If so, it will be the last stopping point in “Pahrump Hills” before Curiosity continues its climb up “Mount Sharp”.

Oppy Reaches 11

January 25th, 2015 saw NASA’s Mars Exploration Rover, Opportunity, reach it’s eleventh anniversary on Mars. The rover, one of two MER vehicles, arrived on Mars at January 25th, 2004 (Universal Time), ready to start a mission initially planned to last just 90 days.

Since then, and up to its anniversary, “Oppy” has travelled a distance of some 41.7 kilometres (25.9 miles). While this doesn’t sound that much (and in truth, a human science team could have travelled that far in just a few days, including time for any science carried out along the way), remember that “Oppy’s” forward speed is measured in centimetres per hour.

As one of two solar-powered MER rovers (the second, Spirit having finally succumbed to the hostile environment on Mars around March 215th, 2011), Opportunity has carried out an incredible amount of work, and greatly contributed to our understanding of the planet, returning compelling evidence about wet environments on ancient Mars.

A panoramic view of Endeavour Crater as seen from “Cape Tribulation” an uprising close to the crater’s rim, the summit of which Opportunity reach in January 2015, marking its 11th anniversary on Mars (click for full size)

The rover marked its anniversary by reaching the summit of “Cape Tribulation”, an uprising close to the rim of 20 kilometre (13.7 mile) wide Endeavour Crater, which the rover has been gradually circumnavigating. This involved a change in elevation for “Oppy” of about 135 metres (440 feet), and afforded it a panoramic view of the crater and the land around it, presenting a unique opportunity for geological observations of the crater and its rim.

 A New Mars Mystery

That night, too, there was another jetting out of gas from the distant planet. I saw it … That night another invisible missile started on its way to the earth from Mars, just a second or so under twenty-four hours after the first one.

– The narrator, H.G. Wells’ The War of the Worlds

Okay, so it’s unlikely to be the sign of an impending invasion of Martians possibly ticked-of at the way we’re cluttering-up their planet with our probes and landers and rovers, but recent events high in the atmosphere of Mars have given rise to some excitement.

The images, originally capture in 2012, show huge plumes rising some 250 kilometres (156 miles) into the most tenuous reaches of Mars’ thin atmosphere.

Martian high-altitude plumes
Martian high-altitude plumes (image: ESA)

The plumes occurred on two separate occasions in March and April 2012, and were spotted by amateur astronomers. Each time, they developed with relative rapidity, rising upwards and outwards to cover areas of some 1000 x 500 kilometres (625 x 312.5 miles) in a period of around 10 hours before remaining visible for up to 10 days at a time, their structure and form changing on a daily basis.

Unfortunately, neither event was seen from orbit about Mars, occurring so high on the planet’s limb as to be effectively out-of-sight for the NASA and ESA orbital vehicles, and by the time word had spread sufficiently about the observations, the events were largely over.

However, investigations into images of the planet taken by the Hubble Space Telescope in orbit around the Earth have revealed similar plumes being imaged in the past. However, with the exception of an image captured in 1997, none have been anywhere near as high or dramatic as the 2012 events.

So what might have caused this plumes to occur? The answer to that question is uncertain.

Continue reading “Avatars on Mars, Falcons in Florida and oceans in space”

Yes, you can have a View-Master with your virtual reality

The re-vamped View-Master for VR from Mattel, and one of the scenic discs that accompany it
The re-vamped View-Master for VR from Mattel, and one of the scenic discs that accompany it (image: Mattel Inc.)

Alongside all the the news and hype surrounding VR in 2014, there were a lot of witty / dour comments relating to the old Mattel View-Master system, and how people would prefer to have that, rather than strapping a plastic brick to their forehead.

Well, it looks like the laugh might be on those cracking such jokes, as Mattel have announced that the View-Master brand is to be revamped as a virtual reality headset system utilising Google Cardboard software.

Announcing the move at the New York City Toy Fair, which opened to the public in – wait for it – New York City on February 14th, 2015, Mattel’s Senior Vice President of Global Brands, Doug Wadleigh said the aim of the partnership is “to create the View-Master brand for the next 75 years,” and offer kids the chance to have “a collectible they can keep in their room.”

The iconic View-Master has been through many iterations during it 75-year history
The iconic View-Master has been through many iterations during it 75-year history, but has always had the same basic functionality (image: doyouremember.co.uk)

The original View-Master, which incredibly celebrated its 75th anniversary in 2014, was once a staple part of many children’s toy boxes. With it, kids could load circular reels of 3D images into a hand-held, binocular-like device with a lever on the side which is used to flip through the pictures, providing the user with a stereoscopic views of landmarks, scenery, historic events, and so on.

The new system announced at the NYC toy fair retains much of this original functionality. It comprises a hand-held  device into which a mobile phone running the Cardboard software can be fitted.

Like the original, it is designed to use special scene “reels”; only rather than being placed in the unit, the disc-like reels are placed on a flat surface in front of the user. When viewed through the device, they generate AR-style navigational environments which the user then “enters”. This allows, for example, the key locations in a virtual “tour” to be visualised AR-style, and then individual locations within the tour selected and viewed immersively, with additional information on sights and locations being provided by pop-up text boxes.

In actual fact, the “reels” are optional, if people prefer, they will be able to download the immersive experiences directly to their smartphone for us with the new View-Master. However, the reels are being provided to maintain the “collectible” aspect of the original View-Master system, which Mattel see as an additional selling-point for the system. They plan to grow the range of available reels over time to provide many different types of experience, some of which – in a possibly canny move – might be built around the company’s other products.

For example, Mattel is already talking in terms of a video shot from within one of their “Hot Wheels” toy cars as it races through a “Hot Wheels” track, putting the person watching “behind the wheel” of the car.

Commenting further on the re-vamp, Wadleigh said, “The View-Master was first introduced in 1939, giving consumers access to spectacular 3D worlds by simply selecting a reel and looking through a device. By working with Google’s Cardboard platform, we are now able to take that experience even further, bringing the discovery and immersive viewing experience of the View-Master to the digital age.”

Google are also delighted with this further move into a broader VR presence for Cardboard, which comes hard on the heels of LG launching their VR for G3 virtual reality headset. Commenting on the partnership with Mattel, which doesn’t include any licensing arrangement or revenue sharing for Google, Cardboard Product Director Mike Jazayeri, said in a press release, “We developed Google Cardboard as an open platform to inspire companies like Mattel to rethink how to deliver new user experiences through technology. Many of us on the Google Cardboard team grew up playing with View-Master, so we were excited to collaborate with Mattel and to see the viewer evolve and work with Google Cardboard.”

The new View-Master is due to go on sale from autumn 2015 at a suggested price of $29.99 (£19.50) for the headset (sans smartphone), and the company hope to have it available for both Android handsets and iPhones. One image disc will be supplied with the device, and additional discs will be sold at $14.99 (£9.75) each.

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