Space Sunday: nitrogen nibbles

CuriosityCuriosity, the Mars Science Laboratory rover, resumed operations on Mars resumed operations on March 11th 2015, after an electrical short circuit in the rover’s robot arm caused a suspension of activities while the matter was investigated, and short itself having triggered the rover to switch to a “safe” mode to prevent any potential damage.

The short, was not enough to damage the rover’s electrical systems in any way, occurred occurred when the was attempting to transfer samples of material gathered from a rock dubbed “Telegraph Peak” from the drill head to the CHIMRA system by subjecting the entire turret to rapid vibrations from the drills percussion action. Extensive tests were carried out over 10 days to try to determine if the short was transient, or indicative of a potential fault. Only one test during this time caused a further short, which lasted around 1/100th of the second, and didn’t interrupt the drill motor.

The results of the tests gave engineers a high degree of confidence that the short wasn’t indicative of the major fault developing, and so operations recommenced on March 11th with the transfer of some of the “Telegraph Peak” material being delivered to the rover’s on-board laboratory while analysis of the results from the tests carried out on the drill mechanism continue to be examined.

Walkabout and onwards drive: an overlay showing Curiosity’s meanderings through the “Pahrump Hills” area at the base of “Mount Sharp” from September 2014 through March 2015. The rover is now proceeding further upwards along the slopes of “Mount Sharp”, and will use the valley dubbed “Artist’s Drive” to reach its next destination

As Curiosity now heads on up the slopes of “Mount Sharp”, aiming to pass through a shallow valley dubbed “Artist’s Drive”, NASA  has confirmed that the rover has found “biologically useful nitrogen” on Mars.

Nitrogen is essential for all known forms of life, since it is used in the building blocks of larger molecules like DNA and RNA, which encode the genetic instructions for life, and proteins, which are used to build structures like hair and nails, and to speed up or regulate chemical reactions. On Earth and Mars, however, atmospheric nitrogen is locked up as nitrogen gas (N2) – two atoms of nitrogen bound together so strongly that they do not react easily with other molecules; they have to become “fixed” (separated) in order to participate in the chemical reactions needed for life.

On Earth, certain organisms are capable of fixing atmospheric nitrogen and this process is critical for metabolic activity. However, smaller amounts of nitrogen can also be fixed by energetic events like lightning strikes.

An updated version of Curiosty's "selfie" from February 2013, when the rover was examining the rock dubbed "John Klein".  The original image rendered a "fishbowl" look; in this revised image, the background has been flatened and rendered as seen from a single point in the camera's field of view, while the view of Curiosity is made up of a number of images captured by the rover's Mars Hand Lens Imager (MAHLI)
An updated version of Curiosity’s “selfie” from February 2013, when the rover was examining the rock dubbed “John Klein”. The original image rendered a “fishbowl” look; in this revised image, the background has been flatenned and rendered as seen from a single point in the camera’s field of view, while the view of Curiosity is made up of a number of images captured by the rover’s Mars Hand Lens Imager (MAHLI) – image: NASA / JPL

While Nitrogen has long been known to exist on Mars, a study by the NASA team supporting the Sample Analysis at Mars (SAM) experiment onboard the rover reveals that NO3, a nitrogen atom bound to three oxygen atoms and a source of “fixed” nuitrogen  has been found in numerous samples gathered by the rover during its journey across Gale Crater.

Although the report’s authors make it clear that there is no evidence to suggest that the fixed nitrogen molecules they’ve discovered were created by life. The confirmation that NO3 does exist adds significant weight to the potential for Mars once having the kind of environment and building blocks needed by life. This is particularly relevant, given that one of the areas in which the NO3 was identified is the “Yellowknife Bay” area, which Curiosity examined in early 2013, and which was shown to have once had a very benign environment for life processes, complete with water, many of the right chemicals, and a local source of energy. This prompted Jennifer Stern of NASA’s Goddard Space Flight Centre in Greenbelt, Maryland, and a co-author f the report to note, “Had life been there, it would have been able to use this nitrogen.”

However, it is more likely that the fixed nitrogen that has been discovered may have been generated primarily by the numerous powerful impacts that occurred about 4 billion years ago, during a period known as the Late Heavy Bombardment, when the inner planets of the solar system were “hoovering up” the remaining debris of asteroids and rock scattered across their orbits.  That said, “fixed” nitrogen has also been detected high in the modern day Martian atmosphere by Europe’s Mars Express.  What’s missing at the moment is the capability to get a big enough nitrate signal for any nitrogen isotope data which might exist, as none of the experiments on Mars are broad enough to do so, thus this is likely to be something future missions to Mars will consider.

Continue reading “Space Sunday: nitrogen nibbles”

Going Inworldz with Seanchai Library

Seanchai Library's presence in Inworldz opens at 12:00 noon PDT on Saturday, March 28th, 2015 at the Community Library
Seanchai Library’s presence in Inworldz opens at 12:00 noon PDT on Saturday, March 28th, 2015 at the Community Library

At 12:00 noon PDT on Saturday, March 28th, Seanchai Library opens their latest presence in a world beyond SL; this one being Inworldz. The new centre (https://inworldz/region/Sendalonde/217/144/28) is located on Sendalonde, or “Peaceful Heaven”, in Inworldz, the home of the Community Library there. It occupies a small parcel on the east side of the region, across a bridge from the imposing build of the Community Library.

With Seanchai new already well established in Kitely, where they have a central home world as well as number themed “satellite” worlds for storytelling and which has most recently seen them launch their new Explore the Arts series with the highly successful Explore The Great Gatsby, I asked Caledonia Skytower, one of the driving forces behind Seanchai today, what prompted the move to Inworldz and the Community Library.

The imposing design of the Community Virtual Library in Inwroldz
The imposing design of the Community Virtual Library in Inwroldz

“Well, they asked us, nicely!” she replied, with a smile. “More than once, as well, so it was clear they wanted to build a relationship with us, and saw in us something aligned with their own core values and they reached out to build a connection.  I admit, I was a little slower on the uptake that Shandon [Loring, Seanchai’s chief storyteller] was.”

Not that invitations were enough; there were  a number of meetings between Caledonia and Shandon and Alexina Proctor and Prax Maryjasz, co-founders and directors of the Community Library in Inworldz, along the way. These were used to exchange and discuss ideas, along with opportunities for collaboration explored, with Alexina and Prax both being aware of the Seanchai Library’s evolution as a result of their own time in SL.

The Community Library offers rich resources and facilities for residents: reading rooms, social spaces, information kiosks and - and pictured - a theatre - for just a part of the facilities which can be discovered when exploring
The Community Library offers rich resources and facilities for residents: reading rooms, social spaces, information kiosks and – and pictured – a theatre – for just a part of the facilities which can be discovered when exploring

Another factor that played a hand in things is the degree of ebb and flow of users between SL and Inworldz, with many people moving freely back and forth between the two, having a foot in both camps.  “This includes Seanchai performers as well,” Cale said to me. “Aoife Lorefield, as an example, and Lani Kaikalani both have a presence in Inworldz, as does Rosslyn Guardian who read at Seanchai way back when.”

Inworldz also has its own rich culture of events, which the Community Library, under Alexina and Prax’s leadership has been busily plumbing, so there is the opportunity for Seanchai Library to offer an additional stage  on which voices can be heard – and which may additionally attract those who do move between SL and IW to come along to both Seanchai and Community Library events.

The Community Library's cafe area
The Community Library’s cafe area

Indeed, the Community Library in Inworldz has become something of a nexus for language & arts based programming; presenting a means by which literature, storytelling and the arts can become a vital, functional part of virtual communities in a wide range of roles. Founded in 2011, it has has enjoyed steady growth and success, initially being associated with the Elf Clan, but more recently having relocated to better fulfil its growing role, and to meet the needs of wider networking within the world-wide virtual community as a whole – such as through the new links with Seanchai.

And it is networking which also played a role in Seanchai’s decision to add Inworldz to their growing virtual worlds presence, again as Cale explained. “Part of Seanchai’s success has been our ability to build and maintain networks and synchronistic connections between other like-minded/intentioned venues and programs.

Another view of the Community Library in Inworldz - with Seanchai Library's new presence visible of the far side of the stone bridge
Another view of the Community Library in Inworldz – with Seanchai Library’s new presence visible of the far side of the stone bridge

“We actually tried to build a relationship that had the potential to become like what the Community Library in Inworldz is, but it became readily apparent very quickly in the exploratory process that the fit wouldn’t work.  Such things are not failures, they are self-defining. We walked out of that situation into a series of conversations which eventually lead to really motivating us to develop an OS presence, to piloting Explore, and to taking this current step. That’s all good stuff!”

Seanchai’s presence in Sendalonde will be instantly recognisable to anyone who had visited their base in either SL or Kitely – and deliberately so. It gives their presence in IW a familiar look and feel, and while it may look modest when compared to something like the 4-region homeworld on Kitely, it nevertheless allows Seanchai to offer  a number of potential use spaces in the parcel beyond the main storytelling floor.

Seanchai's centre in Inworldz sits comfortably nestled on the east side of Sendalonde, and is connected to the Community Library via a wooden bridge
Seanchai’s centre in Inworldz sits comfortably nestled on the east side of Sendalonde, and is connected to the Community Library via a wooden bridge

The layout is also in keeping with Seanchai’s plans for their initial time in Inworldz. “We’ll be starting once a month (probably the final Saturday of each month – but that is not cast in stone),” Cale told me. “We still have to balance maintaining programming in SL and Kitely, and I am the first one to say that ‘more is not always better.’ Of course, Shandon and I would long-range like to make our livings producing programming like this on virtual platforms – but there are limits to how much is possible until the time comes that we can do this full time AND pay bills!”

For the opening event, Shandon Loring will be reading the inaugural story, a piece from his Hilo Tales collection of Hawaiian stories. Caledonia will then read a selection from her own story, Gorak the Gobbler. So, why not join them for this special opening event – and while there, take time to explore the facilities at the Community Library; they really are quite exceptional!

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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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