Space Sunday: Hubble at 25

The Hubble Space Telescope (HST) as seen from the departing space shuttle Atlantis, flying STS-125, the final HST Servicing Mission, in 2009. This mission completely overhauled the space station in recognition of the fact that the next time humans might visit it would be to decommission it, and set it on course for controlled destruction in the Earth's atmosphere
The Hubble Space Telescope (HST) as seen from the departing space shuttle Atlantis, flying STS-125, the final HST Servicing Mission, in 2009. This mission completely overhauled the space station in recognition of the fact that it is unlikely to ever be refurbished again

One of the most famous – if not the most famous – space science instruments celebrated 25 years of orbital operations in April 2015.

There can be few people with access to television or media of any description who have not at some point in their lives heard of the NASA / ESA Hubble Space Telescope. Since its launch on April 24th, 1990, and after initial teething problems which required it be fitted with the space equivalent of a pair of spectacles, the Hubble Space Telescope – also referred to as HST, or simply “Hubble”  – has brought us some of the most stunning images of the planets of our solar system and deep space ever seen, giving us unique insights into the rest of the solar system, the galaxy in which we reside and the universe beyond.

The major advantage of the Hubble Space Telescope is that it operates above the distorting effect of the majority of the Earth atmosphere. Such is the benefits of such a location, that space telescopes were first proposed as early as 1923, and Hubble itself has a history stretching back as far as 1946, when astronomer Lyman Spitzer wrote Astronomical Advantages of an Extraterrestrial Observatory. For almost 20 years he continued to push the idea as the space programme came into existence until, in 1962, the US National Academy of Sciences took up the call and with three years, Spitzer had been appointed to chair a committee to define the scientific objectives for such a telescope. It was this work that gave birth to the Large Orbiting / Space Telescope in the 1970s, which became Hubble in the 1980s.

Cautaway of the Hubble Space Telescope
Cutaway of the Hubble Space Telescope showing the major components and sections

Named for the US astronomer Edwin Hubble, regarded as one of the most important observational cosmologists of the 20th century, the HST faced some unique challenges even before it was launched. First and foremost, in order to have as long an operational life as possible, it was designed to be serviced by astronauts, who could replace systems, fix failures, upgrade components, etc. Unfortunately, this also meant that Hubble had to be placed in a relatively low Earth orbit, resulting in further challenges.

Firstly, a low Earth orbit meant the telescope would spend half its time in bright sunlight, making observations in that part of its orbit next to impossible. It also meant an aperture door had to be fitted over the open end of the telescope, which could be closed to avoid the risk of direct sunlight falling onto the telescope’s optics and potentially damaging its science instruments.

April 25th, 1990. With its solar power panels deployed and forward optics door closed, and having been lifted into position by the shuttle's robot arm, Hubble is released in its orbit, ready for the shuttle Discovery to gently back away from it
April 25th, 1990. With its solar power panels deployed and forward aperture door closed, the space shuttle Discovery gently releases the Hubble Space Telescope at the start of its 25+ year mission

More particularly, an orbit around the Earth meant that Hubble would be passing from daylight into night every 48 minutes – and undergoing very wide swings in temperature from extremely hot to very, very cold. These not only would these cause significant heating and cooling issues for the more sensitive instruments on the telescope, they could also lead to expansion and contraction in parts of the telescope’s structure, which in turn could cause small amounts of vibration / movement when it was required to be an ultra-stable platform for space observations.

Nevertheless, despite the technical and engineering challenges the project faced, by the mid-1980s, Hubble was ready, and its launch was scheduled for October 1986. And then fate intervened, in the form of the tragic Challenger disaster of January 1986. This set back the US manned space programme by over two years, and resulted in Hubble’s launch being delayed until the 24th April 1990, when the space shuttle Discovery lifted off from Launch complex 39B at the Kennedy Space Centre on mission STS-31, and the following day successfully deployed the telescope in orbit. All seemed well with the telescope as it underwent on-orbit commissioning over the next couple of weeks; then a series of deep space test images were taken – and indicated a serious flaw in the telescope’s imaging capabilities.

Investigations were begun, and the problem was eventually traced to a error in the telescope’s primary mirror. The HST’s optics are a classic Cassegrain reflector, common to the majority of large professional telescopes, which comprises a very large primary mirror – in the case of Hubble some 2.4 metres (7 ft) across – and a smaller focusing mirror. Both have to be made to exacting tolerances through a process of grinding the reflective surfaces to their required shapes, and in the case of Hubble, the primary mirror had been ground to the wrong shape – by just 2.2 nanometres (a nanometre being one billionth of a metre).

December 8th, 1993, astronaut Kathryn C. Thornton (top of this image) holds on to the COSTAR package as the shuttle Endeavour's robot arm slowly lifts her - and -it - clear of its cradle in the shuttle's payload bay, ready for installation into Hubble
December 8th, 1993, astronaut Kathryn C. Thornton (top of this image) holds on to the COSTAR package as the shuttle Endeavour’s robot arm slowly lifts her – and it – clear of its cradle in the shuttle’s payload bay, ready for installation into Hubble, which can be seen anchored in the shuttle’s bay behind her with the instrument bay doors open

Though tiny, the error was enough to seriously impact Hubble’s ability to carry out cosmological studies, although imaging of very bright objects (such as the planets in the solar system) was still possible. Indeed, and despite being the butt of media jokes and labelled a US $2.5 billion “white elephant”, from 1990 through 1993, Hubble still performed some remarkable work.

However, in 1993, the space shuttle Endeavour lifted-off on mission STS-61, the first of five planned Hubble Servicing Missions. While the huge primary mirror could not be repaired or replaced, the astronauts aboard Endeavour were, among a much broader series of upgrades for the telescope, able to replace one science package on the telescope with a series of corrective optics called COSTAR, and upgrade the telescope’s existing Wide Field Planetary Camera with a more refined version. Intended to counter-act the flaw in the mirror, these upgrades were the equivalent of giving Hubble a pair of glasses – and the results were spectacular.

Before and after: on the left, an image of the spiral galaxy M100 taken on on November 27th, 1993, without the corrective optics and camera system. On the right, M100 imaged by Hubble on December 31st, 1993, after the installation of the corrective optics and camera system
Before and after – to images of the spiral galaxy M100, located approximately 55 million light years from Earth. On the left: an image taken by Hubble on November 27th, 1993, just before the first servicing mission. On the right, and image taken by Hubble on December 31st, 1993, after the installation of the corrective optics and camera system

Since that first operation, Hubble has been serviced four more times between 1997 and 2009, all of which have continued to keep it in good operational order, replacing things like the gyroscope packages that both keep it stable and allow it to be turned to face targets selected for observation, and have significantly updated the science packages it carries, massively increasing its research capabilities.

These missions also served a secondary purpose; while well above the bulk of the Earth’s atmosphere, Hubble still orbits within the second highest layer of the atmosphere, the thermosphere.  Although exceedingly tenuous, the thermosphere nevertheless exerts minute, but cumulative drag on objects such as HST and the International Space Station, slowly reducing their orbits. To counter this, the servicing missions flown to HST allowed the space shuttle to gently “lift” Hubble back “up” to its optimal orbit.

Tur colour images of the star cluster Pismis 24 at the heart of nebula NGC 6357, around 8,000 light years from Earth (image: NASA / ESA and Jesœs Ma­z Apellÿniz, Instituto de astrof­sica de Andaluc­a, Spain)
True colour images of the star cluster Pismis 24 at the heart of nebula NGC 6357, around 8,000 light years from Earth (image: NASA / ESA and Jesœs Ma­z Apellÿniz, Instituto de astrof­sica de Andaluc­a, Spain)

In the 25 years of operations, Hubble has contributed to some major scientific discoveries, assisted in resolving some major astronomical issues, witnessed some remarkable solar events, and has raised new cosmological questions. And, of course, it has brought us some of the most stunning images of our galaxy and the universe beyond it, forever changing our perception of the place in which we live.

In honour of it’s namesake, one of the primary elements of Hubble’s mission was to measure the distances to Cepheid variable stars which, because of its position in space, it could do with far greater accuracy than ever before achieved. These observations helped constrain the value of the Hubble constant, used to define the rate at which the universe is expanding (thus helping to more accurately determine the age of the universe).

Prior to HST’s work, estimates of the Hubble constant typically had errors of up to 50%; HST was able to produce measurements with an accuracy of ±10%, which have since been verified using other techniques.

As well as helping to more accurately pin down the age of the universe, Hubble also helped establish the Lambda Cold Dark Matter (“ΛCDM”) model as the “standard” model of Big Bang cosmology, by providing evidence that, rather than slowing down due to the influence of gravity (which would eventually lead to the universe contracting once more into the Big Crunch), the rate of expansion of the universe is actually accelerating, most likely due to the influence of so-called dark energy.

Continue reading “Space Sunday: Hubble at 25”

Oculus VR confirm: consumer headset to ship Q1 2016

On Wednesday, May 6th, Oculus VR confirmed the consumer version of their headset will commencing shipping in the first quarter of 2016, with pre-ordering due to start later in 2015.

  The news broke via a press release from Oculus VR, and Tweets from Oculus VR, Palmer Luckey, and the company’s Vice President of Product  Nate Mitchell (shown on the right).

The announcement ends months of speculation on when the consumer version of the headset might be available, with many originally predicting it would be ready for Christmas 2014 and then Christmas 2015. Despite such speculation, Oculus VR has always carefully avoided mentioning any approximate idea release dates. As I reported in these pages, even as recently as November 2014, Oculus VR Brendan Iribe was playing down any idea of any (then) near-term release of the headset:

We want to get it right. We really do. We’ve gone out there and we’ve set this bar and said, “we are going to get it right, and we’re not going to ship until we get it right” … We’re getting very close … We want it to be a beautiful product; there’s no reason it can’t be a beautiful product … so we still have a way to go, and we’re still working on a number of things, but we’re getting much closer. We like to say it’s months, not necessarily years, away [but] it’s many months, not a few months.

Click for full size

That something might be afoot by way of announcements was initially hinted at in a May 5th Tweet in which Palmer Luckey commented I love it when a plan comes together!

This brought an inevitable run of replies, many seeing it as a hint about the Oculus CV1 (as the consumer version of the headset has sometimes been referred to), including the humorous response seen on the right regarding the headset’s form factor.

Details of the headset are rather scant in the announcement and the images a little on the dark side (I’ve lightened the contrast on them below), with the release merely stating:

The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit.

No details on pricing or quite when in 2015 people will be able to start pre-ordering the headset, and there are certainly no details on the technical aspects of the headset. However, one potentially interesting aspect of the announcement has already sparked some speculation, as it refers to the upcoming release as, “a fully-integrated hardware/software tech stack designed specifically for virtual reality”. This has prompted Techcrunch to comment:

There’s no mention of a third-party computer necessary to power the Rift, which previous Oculus developer kits required. That means the Rift might ship with a game console-esque device to handle computing for the headset. An all-in-one box could make virtual reality much more accessible to consumers, especially those who don’t own a high-grade gaming PC.

A front view of the Oculus consumer version (courtesy of Oculus VR)
A front view of the Oculus consumer version (courtesy of Oculus VR)

In terms of specification, the announcement was equally enigmatic, stating, “we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift”, with the last part of this statement leading Techcrunch to also speculate whether Oculus VR might also announce a line of in-house developed games to go with the launch.

Given the backgrounds of many of those involved in the company, such an idea might not be wild speculation. As it is, it is already known that Oculus VR is helping to develop immersive movie experiences. Furthermore, in February 2015 it was confirmed that Facebook is developing VR apps, with Chief Product Officer Chris Cox saying that experiences as varied as flying a fighter jet to sitting in a Mongolian yurt would serve as inspiration, and describing the technology as “sending a fuller picture … You’ll do it, Beyoncé will do it”. Ergo, Oculus VR-branded games are not beyond the realm of possibly.

What the announcement does more-or-less mean is that unless something unexpected happens, the Oculus Rift will definitely be available after HTC / Valve have started shipping their own Vive headset, which looks set to hit the market around the same time as Samsung’s  (Oculus-enabled) Gear VR2, towards the end of 2015.

A view from under the Oculus consumer version (courtesy of Oculus VR)
A view from under the Oculus consumer version (courtesy of Oculus VR)

While there has been a lot of hype about the possible demand for what is effectively a first generation headset from Oculus VR, there have also been some notes of caution sounded in some quarters. As gamesindustry.biz notes, Ben Schachter, a Macquarie Research analyst wrote to Facebook investors, stating:

While there is not yet any info on pricing or available units, we expect relatively small number of units and think that the initial device will be supply constrained. We think that the early versions of the device will be more about showing what is possible from gaming and other entertainment genres, and build demand for later versions of the device.

Mr. Schachter isn’t alone. While price may no longer be a limiting factor in obtaining a headset, Jacki Morie, herself a VR pioneer (and whose work has been featured in this blog a number of times) recently warned that care should be taken in how the potential for VR is promoted, in particular pointing to things like an Oculus VR sponsored art contest as a means to send out completely the wrong message about VR to a wider mass market audience and potentially damaging the technology’s credibility as a useful tool.

I actually doubt the wheels will seriously come off the cart with VR this time around, bad marketing campaigns and the like notwithstanding, although Jacki clearly has a point about getting the right message out there in the first place. However, I do tend to think that Mr. Schachter’s comment about the build-up of demand is well put. VR will profoundly alter many ways of doing things for all of us in time; but the the speculation and hype that will not follow Oculus VR’s announcement aside, it’s still going to be a few years or so before we see VR as being as ubiquitous a piece of technology in our daily lives as we do the mobile ‘phone today.

Space Sunday: hill climbing, the impact of salt, and landing a rocket (take 2)

CuriosityApril 16th, 2015 saw NASA’s Mars Science Laboratory rover Curiosity clock-up 10 kilometres (6.25 miles) on its odometer since it arrived on Mars 30 months ago, as it continues its trek up the slopes of “Mount Sharp”, the mountain-size mound at the centre of Gale Crater.

The rover is currently making its way through a series of connected shallow “valleys” on the slops of the mound – which is more correct names Aeolis Mons – as it continues upwards and away from the “Pahrump Hills” area it spent 6 months investigating, and towards its next major science target, an area the science team have dubbed “Logan Pass”, which is still some 200 metres away from the rover at the time of writing.

While only a distance of around 550 metres separates “Logan Pass” from the upper limits of “Pahrump Hills”, the rover’s gentle progress has been the result of several stops along the way in order to further characterise the different rock types Curiosity has been encountering, and to make important observations of its surroundings as the science team try to understand the processes by which the region’s ancient environment evolved from lakes and rivers into much drier conditions.

A panoramic mosaic taken by Curiosity’s Navigation Camera (Navcam) on Sol 951 of the rover’s mission (April 10th, 2015, PDT). The view shows the terrain ahead of the rover within “Artist’s Drive”, the first of the shallow “valleys” the rover is traversing en route to the next point of scientific interest, “Logan Pass”

The rover’s progress up “Mount Sharp” has so far been through the lower reaches of the transitional layers which mark the separation points between the materials deposited over the aeons to create the gigantic mound and the material considered to be common to the crater floor. These transitional layers have been dubbed the “Murray Formation”, in honour of the late co-founder of The Planetary Society, Bruce Murray, and comprise a number of different land formations, “Pahrump Hills” being one of the lowermost. Logan Pass marks the start of another, dubbed the “Washboard unit”, and which comprises a series of high-standing buttes.

The lower slopes of “Mount Sharp” and the transitional nature of the “Murray Formation” between the create floor (left) and the “proper” slopes of the mound, marked by the “Hematite Ridge” (right). currently, the rover is now approach the lower extreme of a range of buttes within the “Murray Formation” which include “Murray Buttes” shown in the image. and which have been marked as a future science destination for Curiosity

As several of the MSL reports in these pages have shown, Curiosity has already found considerable evidence that Gale Crater may once have been home to environments sufficiently benign to allow for the existence of microbial life. Whether or not those microbes survived down the millennia such that they are still present in the planet’s soil today, is not something the rover is equipped to determine; however, a recent report from one of Curiosity’s science teams  suggests that subsurface conditions are unfavourable to the support of microbial life.

The evidence for this comes in the form of perchlorate salts, and the effect they can have on their environment. Perchlorate was first detected in soil samples gathered by NASA’s Phoenix Mars Lander mission in 2008, while Curiosity found trace evidence for perchlorate in samples gathered early in its own mission.

What makes perchlorate interesting is that in cold temperatures, it is able to “pull” water vapour from the atmosphere and bind with it, lowering its temperature, potentially allowing it to form sub-surface brines which would be very destructive to microbial life.

It had been thought that the environmental conditions by which this might occur were limited to the near-polar regions of the planet. However, data gathered by Curiosity’s on-board weather station, called REMS (for Rover Environmental Monitoring Station) over the course of its mission suggests the night-time conditions in Gale Crater, are right for the formation of sub-surface brines throughout the year.

Continue reading “Space Sunday: hill climbing, the impact of salt, and landing a rocket (take 2)”

VR update: Google launches Works with Cardboard and acquires; Freefly arrives

Cardboard, Google’s open-sourced approach to VR, has really taken off in the 10 moths since it launched. As well as the original headset made from, err, cardboard, there have been offerings from the likes of South Korean giant LG, while at the  end of 2014, Virgin Holidays adopted Cardboard as a means of offering customers a “try-before-you-buy” VR experience on certain holidays. It has even spurred an update to the 75-year-old Viewmaster.

Such is the popularity of Cardboard as a development platform that it is actually becoming hard to identify what might work with what; the open-source nature of the platform means when it comes to hardware, people can tweak things to their heart’s content – optics, focal length, dimensions, etc., with the result that not all headsets play nicely with apps created using the Cardboard SDK.

In an attempt to counter issues of poor experience, Google announced the Works with Cardboard initiative on Thursday, April 16th. The idea is to ensure that any Cardboard viewer / headset will work with any Cardboard app. It does this quite cleverly: manufacturers define their viewer’s key parameters to Google, and in return receive a QR code. People buying the viewer can then scan the QR code using the Cardboard app, and all Cardboard VR experiences they run on their ‘phone will be automatically optimised to run on the viewer / headset until such time as another QR code is scanned.

WWCIn addition, manufacturers can apply to Google for a programme certification badge (shown on the right) to place on their product, indicating it is suitable for running Google Cardboard VR experiences.

Alongside the new Works with Cardboard initiative, Google have also announced a new set of development guidelines are being put together on the web. These are a little light on specifics right now, but will grow as a resource.  The company has also revamped Google Play’s coverage of VR so that experiences can now be categorised by the following types: Music and Video, Games, and Experiences.

Perhaps most interestingly in terms of Google’s VR news, and as revealed by Road to VR, the company has acquired two VR start-ups.

The first is software studio Skillman & Hackett, who had been developing the award-winning Tilt Brush software, which allowed users to draw in VR using three dimensions, with paint, light, and textures, and then play their creations back. The software can be used  with Oculus Rift and HTC Vive headsets to create scenes and paintings and play them back, while Cardboard users could use the Tilt Brush app to view art created using the software on other platforms. With Google acquiring Skillman & Hackett, it’s not clear if development of Tilt Brush will now continue.

The other company gobbled by Google is Dublin-based Thrive Audio, specialising in positional audio for realistic surround sound for VR experiences. With two patents filed for the technology they’ve been developing, it looks like Thrive will be added to Google’s growing team of VR specialist working on enhancing the Cardboard SDK.

Freefly

The Freefly headset is designed to work with a range of Smartphones
The Freefly headset is designed to work with a range of Smartphones, both iOS and Android

April 2015 also saw the launch of Freefly VR, from UK-based Proteus Labs. With an introductory (“10% off”) price of £59.00 (US $99.00 / 79.00 Euros), the headset is designed to work with any smartphone with a screen size of between 4.7 in and 6.1 in diagonally, both iOS and Android. Freefly utilises the open-source ALP VR SDK, and the headset is not fully compatible with Cardboard apps with use a ‘phone’s magnetometer for input purposes, as this is used for positional head tracking.  To find out more on the system, read the overview over on Road to VR.

Space Sunday: ice-cream sandwiches, sniffing the air and targets of Opportunity

CuriosityCuriosity is continuing its exploration and ascent of “Mount Sharp”, the huge mountain-like mound of deposited material occupying the centre of Gale Crater, which has been the rover’s home since it arrived on Mars in August 2012. And it is continuing to find curious and enigmatic hints about the past conditions in the crater, and about Mars as a whole.

The rover’s most recent discoveries come from an area of rock dubbed “Garden City”, which contains areas of two-tone mineral veins quite unlike anything so far encountered in the rover’s travels.

The veins appear as a network of ridges left standing above the now eroded-away bedrock in which they formed. Individual ridges range up to about  6 centimetres (2.5 inches) high and half that in width, and they bear both bright and dark material. They are strongly suggestive of multiple episodes of fluid movement which occurred much later than the wet environmental conditions that formed lake-bed deposits which gave rise to “Mount Sharp’s” formation.

“Some of [the veins] look like ice-cream sandwiches: dark on both edges and white in the middle,” said Linda Kah, a Curiosity science-team member at the University of Tennessee, Knoxville. “These materials tell us about secondary fluids that were transported through the region after the host rock formed.”

This view from Curiosity’s Mast Camera (Mastcam) is a mosaic of 28 images showing a network of two-tone mineral veins standing up to a height of 6 centimetres (2.5 inches) from the surface of a rock dubbed “Garden City” – click for full size

On Earth, veins of this kind form as a result of fluids moving through move through cracked rock, depositing minerals in the fractures which often affect the chemistry of the surrounding rock. Curiosity has found bright veins composed of calcium sulfate visible on the surface of rocks at several other locations, which appears to be the same with the lighter material found as “Garden City”,   but the dark material suggest something else.

“At least two secondary fluids have left evidence here,” Kah said. “We want to understand the chemistry of the different fluids that were here and the sequence of events. How have later fluids affected the host rock?”

While there are no plans to gather any samples form “Garden City”, analysis of the three sets of samples gathered from within “Pahrump Hills” reveal that mineral deposits within the area vary according to elevation, revealing a complex process may have been responsible for the formation of the area. Samples taken from the lowest elevation of the area revealed themselves to be rich in clays and hematite, both of which commonly form under wet conditions.

However, at just a 5 metre higher elevation, jarosite, an oxidized mineral containing iron and sulfur that forms in acidic conditions, was the dominant mineral, while towards the top of the area, at an elevation of 10 metres, clay minerals and hematite were almost non-existent, and traces of jarosite were greatly reduced, while the samples – from “Telegraph Peak” – were rich in cristobalite and quartz, both of which are mineral forms of silica.

Quite what the process may have been that gave rise to this spread of deposits is unclear – the science team have several options to choose from, and are continuing their investigation.

Continue reading “Space Sunday: ice-cream sandwiches, sniffing the air and targets of Opportunity”

High Fidelity moves to “Open Alpha”

HF-logoIn what is not an April Fools joke, the rumours of an announcement having been doing the rounds for the last few days, High Fidelity  announced on April 1st, 2015 that they are throwing wide the gates on an “Open Alpha” phase for their nascent virtual worlds platform.

The announcement came in the form of a blog post from Philip Rosedale, which reads in part:

This is a very early release, and High Fidelity is still very much a work in progress.  The look and visual quality is far from complete, and big things like avatar movement animation and physics are still not in place.  There are lots of bugs to fix, and content formats will continue to change.  But enough systems are now functional to make us feel that High Fidelity is useful for some types of work, experimentation, and exploration. Having run a small and controlled early alpha to iron out the really show-stopping bugs, we’re now eager to engage a larger group and recruit open source contributions from other developers working on building the metaverse.

The post is full of a lot of useful information for those who have been waiting to slip into Hi Fi and find out what it might be about – such as how to obtain the Interface (client) to access worlds within Hi Fi, and how to download the Stack Manager, should you wish to create your own world.  Both the Stack Manager and Interface currently require one of Windows (7 with SP 1 or later), Mac OS X or Linux, although the blog post notes High Fidelity is working on a GearVR / Android version as well.

In mentioning both the Interface and the Stack Manager, it’s worth noting that there are also a number of tutorial videos available which may also be of use, including one covering downloading and installing the Stack Manager and another on running the Interface for the first time (although this doesn’t include downloading and installing it). I’ve added the URLs for the all of the tutorials at the end of this article.

Another aspect of the platform that’s mentioned is that of the Marketplace, which was also recently featured in a High Fidelity video. However, before you get excited about buying / selling goods on Hi Fi, keep in mind the platform doesn’t as yet have any for of currency / token / micro-transaction support. Thus, the marketplace is purely for freely sharing creations with other Hi Fi users – although the company again notes that getting a payment system sorted out is also on their list of priorities.

The most important thing to remember, should you opt to try High Fidelity out for yourself, and haven’t kept up with the news, is that it is very alpha. This means that it is not going to look like Second life in any way shape size or form, and the Alpha is about getting a feel for things, participating in High Fidelity’s development. As such, change is to be expected, as Philip Rosedale warnings in the blog post:

You can expect continuous and substantial changes as we complete new features; we will likely break content as we continue to design and experiment.   The transition from ‘alpha’ to ‘beta’, which we expect will happen over a year or so, will signal greater stability in the content formats.  But as an open source project with contributions from many developers and with a broad set of features working, we think the time is right to open things up completely for early use.

Obviously Hi Fi also doesn’t run the same way as SL or OpenSim, so there will be a lot of nuances you’ll need to get used to. It’s also currently very small – although the High Fidelity home page may help you get started with finding places to visit (see Up and Running on the home page).

There is also a lot of good stuff in the platform as well which may be fun for some people to play with – the physics system works, 3D audio is operational, there is support for some bleeding-edge VR technology (for those who have the necessary toys!), and so on. The blog post includes some animated GIFs of some of the physics capabilities in action. models can also be imported (.FBX format), and JavaScript is the scripting medium.

If you are interested in giving High Fidelity a try, please do make sure you read the blog post in full, as it will help to give you a better feel for what you can expect. You can also catch a series of videos from the High Fidelity team on their You Tube channel.

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