Philae: “I’m here, not there!”

The first image from the surface of a comet, returned to Earth by the Rosetta lander Philae, November 13th, 2014. image: ESA/Rosetta/Philae/CIVA
The first image from the surface of a comet, returned to Earth by the Rosetta lander Philae, November 12th, 2014. image: ESA/Rosetta/Philae/CIVA

Wednesday, November 12th saw a remarkable feat take place over 515,000,000 kilometres from Earth as a small robotic vehicle called Philae, and a part of the European Space Agency’s Rosetta mission, landed on the surface of a comet, marking the very first time this has ever been achieved.

As I reported, immediately following the landing, getting a vehicle to rendezvous with a comet, enter orbit around it and deploy a lander to its surface isn’t easy – Rosetta is a mission 21 years old, with the spacecraft spending a decade of that time flying through space.

Mission control personnel react to the first telemetry received from Philae on it's initial contact with the surface of comet 67P/C-G
Mission control personnel react to the first telemetry received from Philae on its initial contact with the surface of comet 67P/C-G

Immediately following the landing, telemetry revealed things hadn’t gone to plan, although the lander itself was unharmed. Essentially, part of the landing system – a pair of harpoons designed to tether the lander to the comet’s surface as a direct result of the very weak gravity there – failed to operate as expected. Telemetry has shown that the tensioning mechanism and the harpoon activation process started, but the harpoons themselves did not fire. As a result, the vehicle actually “bounced” after its initial touch-down.

The initial touch-down was at 15:33 UT – precisely on schedule and on target. However, as the harpoons failed, the lander rose back up – possibly by as much as a kilometre – above the comet, before finally striking the surface again, two hours later. This means that even while celebrations over the initial landing were going on here on Earth (the initial signal confirming touchdown taking some 30 minutes to reach Earth), Philae had yet to make its second contact with the comet.

Philae (circled in red) en route to its landing site on 67P/C-G (visible top right)
Philae (circled in red) en route to its landing site on 67P/C-G (visible top right)

This eventually happened at 17:26 UT, and was followed by another bounce, this one of a much lesser force, before the lander came to rest at 17:33 UT.

One of the consequences of this bouncing is that the lander is not actually in its designated landing zone – the comet is tumbling through space, and thus turning under the lander as it bounced. This means that while Rosetta and Philae are communicating with one another, the spacecraft’s orbital position around the comet is not optimal for the lander’s position, and is being refined to better suit Philae’s new location. An initial adjustment was made overnight on the 12th/13th November, and further adjust is likely to be made on Friday, November 14th. Currently, communications can occur between the two vehicles for just under 4 hours out of every 13.

Philae mission manager Stephan Ulamec explains where it is belived the lander resides, represented by the blue triangle (ESA press conference, Thursday, November 14th)
Philae mission manager Stephan Ulamec explains where it is believed the lander resides, represented by the blue triangle (ESA press conference, Thursday, November 14th)

This bouncing may explain why there was an initial problem with communications between the lander and the Rosetta spacecraft, as reported immediately after the initial landing telemetry was received: Rosetta was expecting Philae to be at a certain fixed position on the comet, whereas the lander was still in motion, and “moving away” from the landing site as the comet rotated. The task now is for Rosetta to visually locate the lander – which given the current orbital positioning, may take a little time; the next passage of the spacecraft over the region of the landing site will not start until 19:27 UT this evening. Mission planners hope the sunlight reflected by the lander’s solar panels might help in identifying Philae’s exact position.

A core worry for the mission team is that Philae has in fact come down in an area of shadow, possibly in a depression and close to one or two rocky “walls”, and it appears to only be receiving direct sunlight for around 90-120 mins as the comet tumbles, rather than the 6-7 hours planned with the target landing point. This potentially has serious implications for the lander’s power and science regime, although it is hoped that Philae might be able to adjust its position somewhat – the craft actually has the capability of “hopping” around by flexing its landing legs.

Continue reading “Philae: “I’m here, not there!””

To touch the origins of the solar system

Brave new world: the surface of comet 67P/C-G, upon which the European space Agency successfully landed a the robot vehicle Philae on Wednesday, November 12th, 2014 as a part of the Rosetta mission
Brave new world: the surface of comet 67P/C-G, upon which the European space Agency successfully landed a the robot vehicle Philae on Wednesday, November 12th, 2014 as a part of the Rosetta mission

“The biggest problem with success is that it looks easy, especially for those of us who have nothing to do.” Thus spoke Jean-Jacques Dordain on Wednesday, November 12th, just moments after it had been confirmed that a tiny robot vehicle called Philae had safely landed on the surface of a comet half a billion kilometres away from Earth.

That simple statement offers a subtle message on the huge achievement this landing represents. The Rosetta / Philae mission is the story of a 6 billion kilometre journey across space which has taken a decade to achieve, and which has involved some 20 countries. Yet the adventure is in many ways only now starting.

The Rosetta mission actually started 21 years ago, in 1993 when it was approved as the European Space Agency’s first long-term science programme. The aim of the mission being to reach back in time to the very foundations of the solar system by rendezvousing with, and landing on, a comet as it travel through the solar system.

An artist’s impression of Rosetta in space. It has already achieved a remarkable set of “firsts”, including the first solar-powered space probe to operate beyond the orbit of Mars. Philae, the lander, is the purple house shape on the front of the vehicle

Comets hold enormous scientific interest because they are, as far as can be determined, the oldest, most primitive bodies in the Solar System, preserving the earliest record of material from the nebula out of which our Sun and planets were formed. While the planets have gone through chemical and (in the cases of places like Earth), environmental and geological change, comets have remained almost unchanged through the millennia. What’s more, they likely played an important role in the evolution of at least some of the planets. There is already substantial evidence that comets probably brought much of the water in today’s oceans – and they may even have provided the complex organic molecules that may have played a crucial role in the evolution of life here.

The target for ESA’s attention is comet 67P/Churyumov–Gerasimenko (aka 67P/C-G), an odd-shaped body comprising two “lobes” joined together one  in what some in the media have at times referred to as the “rubber duck”. The larger of the two lobes measures some 4.1×3.2×1.3 kilometres in size (2.55×1.99×0.8 miles) and the smaller some 2.5×2.5×2 kilometres (1.6×1.6×1.2 miles). It is a “short period” comet, orbiting the Sun once every 6.4 years and most likely originating in the Kuiper belt, a disk of material from the early history of the solar system, orbiting the Sun at a distance of around 30-50 AU

The primary spacecraft in the mission, Rosetta, arrived in the vicinity of 67P/C-G on August 6th, 2014 becoming the first vehicle in history to successfully enter orbit around a comet. The major reason the mission took so long to reach the comet, having been launched in 2004, is that despite having a relatively short orbital period, 67P/C-G is travelling very fast and accelerating as is falls deeper into the Sun’s gravity well heading for perihelion (it is currently travelling at 18 kilometres (11.25 miles) a second and can reach velocities of 34 kilometres a second as it swings around the Sun). As it is impossible to launch a space vehicle is these velocities, Rosetta was launched on a trajectory which allowed it to fly by Earth twice (2005 and the end of 2007) and Mars once (early 2007), using the gravity of both planets to accelerate it and (in the case of the 2nd Earth fly by), swinging it onto an orbit where it would “chase” and eventually catch the comet.

It’s a long way from here to there: Rosetta’s flight from Earth to 67P/C-G (image via extremetech.com) – click for full size

Following its safe arrival, Rosetta settled into an orbit of some 30 kilometres around the comet in September, and began looking for a suitable place where Philae might land – because until the craft actually arrived in orbit around 67P/C-G, no-one had any idea of what it’s surface might look like. On 15 September 2014, ESA announced a region on the “head” of the “duck” had been selected for the landing, christening it Agilkia in keeping with a contest to name the landing site.

Further observations of the comet were carried out throughout September and October as an overall part of Rosetta’s mission and to gain as much information on the landing site itself. At the same time the spacecraft started manoeuvring itself in closer to the comet, dropping its orbit to just 10 km, ready for Philae’s delivery.

This image, captured by Rosetta on Wednesday, November 12th, shows the Philae lander as it starts its descent towards the comet
This image, captured by Rosetta on Wednesday, November 12th, shows the Philae lander as it starts its descent towards the comet

The landing operations commenced around 09:05 UT on Wednesday, November 12th, when Philae detached from Rosetta and started on its long gentle descent. Immediately following the separation, and due to Rosetta’s orbit around the comet, contact was almost immediately lost with the lander, leading to a tense 2 hour wait before communications could be re-established. This happened on cue, with the lander reporting all was OK.

Landing on a comet is no easy task. The gravity is almost non-existent, and there was a very real risk that Philae could, if it struck the surface of 67P/C-G too fast, simply bounce off. Hence the lander’s long, slow drop from the Rosetta spacecraft which the ESA mission scientists dubbed “the seven hours of terror” in recognition of the famous “seven minutes of terror” which marked the arrival of NASA’s Mars Science Laboratory Curiosity on Mars.

Continue reading “To touch the origins of the solar system”

2014 Opensimulator Community Conference: tune-in

A fascinating Gource visualisation posted by nebadon2025 charting the growth of the OpenSimulator project by code commits from core developers up until the time of the 2014 conference

Saturday, November 8th, and Sunday, November 9th mark the 2014 OpenSimulator Community Conference, which is being jointly run by AvaCon and the Overte Foundation. The weekend promises to be packed with talks, presentations, workshops and more; and while in-world registrations have sold out, it is not too late to register for the livestream broadcasts of the conference events.

The full programme can be found on the conference website, however, the keynote events comprise:

Saturday, November 8th, 07:30 SLT – OpenSimulator Developer Panel: featuring: Mic Bowman, Planning Committee, Intel Labs; Michael Cerqoni; Justin Clark-Casey, Overte Foundation; James Hughes, Founder, BlueWall Information Technologies, LLC; Oren Hurvitz, Co-Founder and VP R&D of Kitely; Crista Lopes, Overte Foundation and the University of California, Irvine; and Melanie Milland, Planning Committee, Avination. Together they will discuss  the future of the OpenSimulator platform, covering a range of issues including: the future of the Hypergrid, content licensing and permissions, scalability, project maturity, and more.

Saturday, November 8th, Noon SLT – Philip Rosedale: “How will we build an open platform for VR over the internet?”  a presentation exploring the future of the Metaverse and the challenges that lie ahead.

Sunday, November 9th, 07:30 SLT – Dr. Steve LaValle: “Virtual Reality. How real should it be?” Although VR has been researched for decades, many new challenges arise because of the ever-changing technology and the rising demand for new kinds of VR content.  This talk will highlight some of the ongoing technical challenges, including game development, user interfaces, perceptual psychology, and accurate head tracking.

The OSCC conference centre from the inaugrual 2013 conference
The OSCC conference centre from the inaugural 2013 conference

The conference website also lists all of the speakers attending the event, who will be participating in the keynote events and in the various conference tracks which will be running throughout the weekend:

  • The Business & Enterprise track will feature sessions that cover a broad range of uses related to doing business in and with OpenSimulator, such as those by grid hosts, third-party developers, private entrepreneurs, in-world and enterprise businesses, as well as corporations and organizations using OpenSimulator for marketing, fundraising, product research, focus groups, and more.
  • The Content & Community Track will feature sessions about all of the wonderful things that happen in-world. Building and content creation includes large-scale immersive art installations, ballet, theatre, performance art, machinima, literary arts, clothing designs, virtual fashions, architecture, music performances and other cultural expressions.  There are also communities for nearly every interest, including role-playing groups, science fiction communities, virtual towns and interest groups, historical explorations, religious and spiritual communities, book clubs, and so much more.
  • The Developers & Open Source track will cover the technical side of OpenSimulator, encompassing servers, viewers, external components, grid architecture, development, administration – anything that is necessary for the installation, operation and use of an OpenSimulator system.
  • The Research and Education Track will explore the ways in which OpenSimulator has become a platform for computationally understanding complex problems, characterizing personal interactions, and conveying information. This track seeks presentations regarding OpenSimulator use towards research applications in computer science, engineering, data visualization, ethnography, psychology, and economics. It will additionally feature sessions that cover a broad range of uses related to teaching and learning in and with OpenSimulator.
  • The Learning Lab will provide conference attendees the opportunity to explore and practice their virtual world skills, share their best OpenSimulator strategies, and experiment and discover diverse ways to use OpenSimulator to support creativity, knowledge production and self-expression. If you are a gamer or game enthusiast, this is the track for you! The Learning Lab features interactive sessions where attendees get to practice and apply skills hands-on, either in design or to play a game.

All of the event tracks are colour-code within the main programme guide, and their respective pages on the conference website include their livestream feeds for those who are watching events.

OSCC-6There will also be a number of social events taking pace during the conference and, for those of a daring disposition, the OpenMeta Quest: “Your mission, should you be brave enough to accept it, is to find 12 hexagon-shaped game tokens across 7 sims while matching your MetaKnowledge for prizes. Look for the Adventure Hippo to begin your journey.”

For those who have registered to attend the conference in-world, don’t forget you can find your way there via the log-in information page. When doing so, do not that the organisers recommend not using the OSCC viewer which was made available for the inaugural conference in 2013. Singularity is the recommended viewer for this year’s conference.

As well as the conference venue, the OSCC Grid includes a number of Expo Zone regions, featuring conference sponsors and community crowdfunder exhibits; a  Shopping Centre region; exhibits created by speakers in the Content & Community, Research & Education, and Learning Lab tracks.

All told, this packed weekend should be informative, fun and educational.

2014 banner

About the Organisers

The Overte Foundation is a non-profit organization that manages contribution agreements for the OpenSimulator project.  In the future, it will also act to promote and support both OpenSimulator and the wider open-source 3D virtual environment ecosystem.

AvaCon, Inc. is a 501(c)(3) non-profit organization dedicated to promoting the growth, enhancement, and development of the metaverse, virtual worlds, augmented reality, and 3D immersive and virtual spaces. We hold conventions and meetings to promote educational and scientific inquiry into these spaces, and to support organized fan activities, including performances, lectures, art, music, machinima, and much more. Our primary goal is to connect and support the diverse communities and practitioners involved in co-creating and using virtual worlds, and to educate the public and our constituents about the emerging ecosystem of technologies broadly known as the metaverse.

 Related links

High Fidelity launches documentation resource

HF-logoHigh Fidelity have opens the doors on their new documentation resource, which is intended to be a living resource for all things HiFi, and to which users involved in the current Alpha programme are invited to contribute and help maintain in order to see it develop and grow.

Introducing the new resource via a blog post, Dan Hope from High Fidelity states:

This section of our site covers everything from how to use Interface, to technical information about the underlying code and how to make scripts for it. We envision this as being the one-stop resource for everything HiFi.

What’s more, we want you to be a part of it. We’ve opened up Documentation to anyone who wants to contribute. The more the merrier. Or at least, the more the comprehensive … er. And accurater? Whatever, we’re better at software than pithy catchphrases. Basically, we think that the smart people out there are great at filling in holes we haven’t even noticed yet and lending their own experience to this knowledge base, which will eventually benefit everyone who wants to use it.

Already the wiki-style documentation area contains a general introduction and notes on documentation standards and contributions, a section to the HiFi coding standard; information on avatar standards, including use of mesh, the skeleton, rigging, etc; information on various APIs, a range of tutorials (such as how to build your avatar from MyAvatar), and client build instructions for both OS X and Windows.

The documentation resource includes a number of tutorials, including the basic creation of an avatar from the MyAvatar "default" (top); and also includes sections on standards, such as (bottom)
The documentation resource includes a number of tutorials, including the basic creation of an avatar from the MyAvatar “default” (top); and also includes a section on avatar standards, which includes information on the avatar construction, the skeleton, joint orients, rigging, etc. (bottom) – click for sull size

All told, it makes for an interesting resource, and Dan’s blog post covers the fact that the documentation project is also linked to the HiFi Worklist, allowing those who prefer not to write documentation to highlight areas of improvement / clarification or which need writing to those who enjoy contributing documentation, and being rewarded for their efforts.

As well as the link from the blog post, the documentation resource can be accessed from the High Fidelity website menu bar – so if you’re playing with HiFi, why not check it out?

Related Links

With thanks to Indigo Mertel for the pointer.

 

Of triumph and tragedy

The last week has seen some momentous and tragic events occur in the annals of space flight and space exploration, with tragedy leading the way following the break-up of Virgin Galactic’s SpaceShipTwo vehicle on Friday, October 31st, resulting in the death of co-pilot Michael Alsbury and the serious injury of pilot Peter Siebold.

The loss of SpaceShipTwo came just a few days after an Antares booster, operated by Orbital Sciences and which should have been launching an unmanned Cygnus resupply vehicle to the International Space Station (ISS), was ordered to self-destruct seconds after lifting off of the pad.

Understandably overshadowed by the loss of SpaceShipTwo was the news that China has enjoyed a further success as a part of its ambitious lunar mission plans, and NASA has achieved a further “first” on Mars with Curiosity.

The news from Curiosity came after what has been another period of relative quiet from the MSL team following the successful gathering of a rock sample from a drilling operation into a target rock outcrop dubbed “Confidence Hills” within the “Pahrump Hills” region at the base of “Mount Sharp”.

Since that time, Curiosity has been on something of a “walkabout”, as NASA JPL is calling it (“roll around” probably doesn’t give the right impression…) within the “Pahrump Hills” area whilst simultaneously analysing the samples gathered from “Confidence Hills” at the end of September, and also keeping an eye out for passing comets.

Curiosity’s “walkabout” in the “Pahrump Hills” at the base of “Mount Sharp” in October 2014. The route starts at “Confidence Hills”, the site of a successful drilling operation, and winds up to “Whale Rock”. Red dots indicate points at which the rover paused overnight, white dots denote points at which it stopped to gather images and data, perhaps over several days

As well as the familiar aboriginal reference, “walkabout” is also a term used by field geologists to describe walking across a rocky outcrop in order to determine the best places from which to examine it – which is precisely what Curiosity was ordered to do through October.

During the walkabout, Curiosity made a number of stops for data and image gathering, before arriving at a point dubbed “Whale Rock”, just below another high point which appears to mark the point at which “Pahrump Hills” join the “Murray formation”, the next destination for the rover once studies of “Pahrump Hills” has been completed. The rover will remain parked at “Whale Rock” as the science team analyses the images and data gathered in order to determine where the rover should return to carry out more detailed investigations.

The material obtained from the “Confidence Hills” drilling operation contained in the rover’s sample scoop after being sifted and graduated by the CHIMRA device in the rover’s robot arm turret, and about to be delivered to the input ports ready for analysis by the instruments in the rover’s body. This image was taken by Curiosity’s Mastcam, and has been white-balanced so that lighting conditions match daytime light on Earth

In the meantime, and in the “first” mentioned above, Curiosity has confirmed that the samples gathered from “Confidence Hills” contain mineral deposits what had been mapped from orbit. The mineral in question in Hematite – which has been found elsewhere on Mars by both of the MER rovers, Opportunity, and the now defunct Spirit.

However, the significance of the “Confidence Hills” analysis, carried out by the rover’s on-board Chemistry and Mineralogy (ChemMin) instrument, confirms predictions made from the analysis of data returned by the Compact Reconnaissance Imaging Spectrometer for Mars (CRISM) aboard the Mars Reconnaissance Orbiter that Hematite deposits would exist within the rocks of the mountain’s lower slopes. This confirmation gives the science team greater confidence that the analysis of orbital data can help them make even better choices of while the rover should carry out drilling operations etc. It also means that the rover’s on-the-spot analysis and observations can be set directly into the broader geologic history of “Mount Sharp” as obtained by orbital data.

Curiosity may spend weeks or months at Pahrump Hills before proceeding farther up into the “Murray formation” and on to “Hematite Ridge”, a further location of interest to scientists. The mineral is of particular interest to scientists not so much because it might be indicative of a water-rich history in the region (as was the case with the discoveries made by Opportunity and Spirit) – Gale Crater has already more than yielded enough evidence of wet conditions being prevalent in its past history. Rather, the hematite on and in “Mount Sharp” helps scientists further understand oxidation conditions within the region. Continue reading “Of triumph and tragedy”

Return to Blue Mars

The Amida Hall of the Byōdō-in Temple, Uji in Kyoto Prefecture, Japan, as recreated in Blue Mars by IDIA Labs
The Amida Hall of the Byōdō-in Temple, Uji in Kyoto Prefecture, Japan, as recreated in Blue Mars by IDIA Labs (click any image for full size)

Remember Blue Mars, the  mesh-based virtual world which arrived in open beta in 2009? Despite initially high hopes, it struggled to find an audience, either among general users or those of us familiar with the more free-form sandbox environments provided by the likes of SL. At its peak in 2010, it had attracted some 50,000 registrations , but only around one-tenth of that number were reportedly actually using the platform.

The statue of Buddha in the Amida Hall
The statue of Buddha in the Amida Hall

By January 2011, Avatar Reality, the company behind the platform, had reduced staffing by two-thirds, to just 10 people, before opting to try the mobile route with an iOS app, and then pinning their hopes on a “Lite” version for the PC and Mac which offered  users a “mixed reality” chatroom tool  utilising Google Street View. Neither of these really worked out, and in 2012, Avatar Reality granted expanded rights to the Blue Mars technology, valued at $10 million in research and development, to Ball State University for 3-D simulation and research projects outside of gaming applications.

For most people, that seemed to be the end for Blue Mars – but that isn’t actually the case. Since 2012, the Institute for Digital Intermedia Arts (IDIA) Laboratories at Ball State University has undertaken a number of projects utilising the platform for a variety of educational, media and research activities as a part of their  Hybrid Design Technologies initiative.

This work has been a natural outgrowth of IDIA’s early use of Blue Mars to create the Virtual Middletown Project, a simulation of the Ball Glass factory from early 20th century Muncie, Indiana. The factory and its personnel were key factors in studies carried out by Robert and Helen Merrell in the late 1930s, which became classic sociological studies, establishing the community as a barometer of social trends in the United States.

Today, the Virtual Middletown Project remains a part of Blue Mars, accessible to anyone with the original Blue Mars Windows client, as is IDIA’s other major early Blue Mars project, a reconstruction of the 1915 World’s Fair in San Francisco. In addition, a number of more recent historical and educational projects have been created for a range of purposes, and these all sit alongside some of the surviving original “city” builds from Blue Mars, all of which are also open to exploration by the curious.

My own curiosity about the status of Blue Mars was rekindled in early 2014, when I caught a re-run of the BBC’s The Sky At Night, which examined the ancient monument of Stonehenge as a place for prehistoric solar and lunar studies (potentially up to and including predicting eclipses. The programme featured models of Stonehenge constructed in Blue Mars by IDIA Labs in 2013, and which were subsequently used in programmes for the History Channel as well.

Stonehenge in Blue Mars during the 2014 summer soltice. The model can also be viewed from the persepective of 2700 BC and in a range of lighting conditions
Stonehenge in Blue Mars during the 2014 summer solstice.

As well as Stonehenge, Middletown and the 1915 World’s Fair, the existing IDIA catalogue includes models of Edo from the 1700s, the Mayan city of Chichen Itza; the pre-Columbian archaeological site of Izapa; Kitty Hawk, where the Wright Brothers experimented with powered flight; the Giza Necropolis, the Apollo 15 landing site on Hadley Rille,  and so on.

All of the builds are fairly static in nature, although they can be explored, and some offer various levels of interaction, which itself comes in a variety of forms. In Edo, for example, there are various items asking visitors to CLICK ME, in order to reveal additional information within the client; elsewhere, such as in the art gallery, clicking on the displayed pictures takes you to an associated web or wiki page; elsewhere still, “transport spheres” offer the opportunity to “jump into” real-world images of the place you’re visiting.

In addition, all of the builds offered by IDIA Lab feature a HUD system, located in the bottom right corner of the screen, which in turn offers differing options, depending on the model, which may range from a pop-up, browser-like panel offering further information on the location being visited, or which may also include opportunities for setting different lighting conditions, time of day, or even views of the location, based on different dates in history.

The winter solstice, Stonehenge, 2700 BC. Note the Map buttons, lower right, which provide access to additional options and resources
The winter solstice, Stonehenge, circa 2700 BC. Note the HUD buttons, lower right, which provide access to additional options and resources

Continue reading “Return to Blue Mars”