Between the comets

Siding Spring (circled) passing Mars (the glowing object, bottom left) as seen via the SLOOH telescope at the Pontificia Universidad Católica De Chile (PUC) Chile (images via SLOOH live feed, October 19th, 2014)
Siding Spring (circled) passing Mars (the glowing object, bottom left) as seen via the SLOOH telescope at the Pontificia Universidad Católica De Chile (PUC) – image via SLOOH live feed, October 19th, 2014

It’s now a week since Siding Spring passed by Mars as it hurtled through the inner solar system for what might be the very first time. As I reported on the day of the comet’s flyby, C/2013 A1 – to give the comet its official designation – passed by Mars at a distance of around 136,000km (85,000 miles) and at a speed of some 56 kilometres (35 miles) per second. Since then, the comet reached perihelion – the point of its closest approach to the Sun (Saturday, October 25th, 2014), and it is now on its way back out of the solar system, travelling “up” and out of the plane of the ecliptic as it does so.

It will not be back this way for at least a million years.

Despite some getting their knickers in something of a knot over video footage apparently showing an “explosion”/ “electromagnetic pulse” in the Martian atmosphere around the time of the comet’s closest approach to Mars. In particular, the video footage – some 75 images captured by amateur astronomer Fritz Helmut Hemmerich M.D., captured between 21:00 and 22:00 UT on October 19th, from an altitude of some 1200 metres in Tenerife, have had proponents of the “electric universe” theory (aka Plasma Cosmology) in something of a tizzy.

Quite what caused the artefact in Dr. Hemmerich’s images is unclear – but lens flare cannot be entirely ruled-out. Given that within hours of the comment’s passage the various orbital vehicles around Mars started popping-up and reporting their status, it would appear highly unlikely that the artefact was anything to do with some kind of massive electrical discharge within the Martian atmosphere, simply because it is not unreasonable to suppose had this been the case, it would have adversely affected at least some of the craft.

Siding Spring passing Mars, October 19th, 2014 (image: Scott Ferguson, Florida, USA)
Siding Spring passing Mars, October 19th, 2014 (image: Scott Ferguson, Florida, USA)

As it is, all of NASA’s vehicles reported absolutely no ill effects from the comet’s passage or as a result of the period of “peak dust flux” when they were expected to be at the greatest risk from the passage of very high velocity dust particles (travelling at tens of kilometres per second), and all were back in full operation within hours of the comet’s passage past Mars, as were both India’s MOM and Europe’s Mars Express. NASA’s Mars Reconnaissance Orbiter (MRO) in particular remained in contact with Earth throughout the time the comet passed by Mars and reported nothing to suggest the Tenerife images were showing anything of major significance occurring around Mars at the time of the flyby.

Currently, all of NASA’s orbital assets are continuing to study the comet and how dust and debris ejected from it has affected the Martian atmosphere, although it is expected to be several more days before the data being returned has been analysed and assessed.

In the meantime, on Friday, October 24th, and in a timely move, the European Space Agency reminded the world of another cometary encounter that is taking place. This was via the public premier of Ambition, a short film by Tomek Bagiński, starring Aidan Gillen (“Petyr Baelish” in Game of Thrones) and Aisling Franciosi (“Katie” in The Fall).

The film takes a unique look at the decade-long Rosetta mission, which is only now commencing its primary mission to observe a comet at very close quarters, including landing a robot vehicle on the surface of the comet on November 12th, 2014.

Rosetta and Philae (image: European Space Agency)
Rosetta and Philae (image: European Space Agency)

Continue reading “Between the comets”

castAR gets a Mountain View as the developer kits appear

The new Deve Kit version of castAR
The new Dev Kit version of castAR (image via Engadget)

I’ve been following the work of Technical Illusions, the creators of the castAR projected augmented reality headset with a VR capability, for some time now, although things have been quiet on the news front for a while. However, that’s starting to change.

The first item of news is that the company in the process of moving its operations from Seattle, Washington, to Mountain View, California.

Henkel-Wallace
David Henkel-Wallace – castAR’s recently appointed CEO (image: Technical Illusions)

The move is being overseen by the company’s new CEO, David Henkel-Wallace, who joined the company in June 2014. The move is in part to try to drive-up the company’s ability to hire hardware talent – they’ve found it hard to get hardware specialists in Seattle, where software rules the roost. It also puts them in the middle of “Nerdvana” – as Co-founder Jeri Ellsworth puts it, which could do much to raise their visibility in terms of inward investment opportunities.

As it is, the company numbers around a dozen full-time employees, including Henkel-Wallace, founders Ellsworth and Rick Johnson and CFO Paul Denton. Both Denton and Henkel-Wallace have considerable experience in building-up start-ups. There’s also Toby the cat, also listed as co-founder, and fulfilling the role of Senior Cat, with responsibilities for eating, sleeping, purring and lap-sitting.

The other major news for the company is that a year after their Kickstarter campaign, their initial developer kits are now ready, and will soon be shipping to those people who pre-ordered kit through the campaign. The new headsets have also been on show to the likes of Engadget and Venture Beat’s Gamesbeat, where Ellsworth talked to Dean Takahashi.

Ellsworth is the first to admit the new headsets are still some way short of a production-ready version, but they’ve still come a long way from even the 2nd prototype versions seen just seven  months ago.

castAR - from pre-prototype (top) in early 2014 to the developer version of the headset (bottom), October 2014
castAR – from pre-prototype (top) in early 2014 to the developer version of the headset (bottom), October 2014 (images via Engadget)

The revised developer headset weighs-in at some 140 grams, and the company is aiming to get this down to around 80 grams in the production version. Included in that are two 120 Hz cameras with 135 degrees tracking, and 1,000 Hz gyro. The optics, now supplied by a Japanese company, deliver a resolution of 2,560-by-720, with every pixel addressable and capable of being resolved at a distances of between half a metre and 2 metres when using the retro-reflective system.

The headset is admittedly still nerdy-looking, resembling a pair of heavily framed sunglasses with a bulky silver mounting for the LEDs and cameras on top. However, Technical Illusions state that they opted to make the headset somewhat on the big / clunky side, as they weren’t sure how well all the tech would fit into it. They’re now confident that the package can be shrunk down to something which not only meets their target weight, but which is also more pleasing to the eye and closer to their conceptual look for production versions.

As well as the headset, the other major components of the system  – the interactive wand, the retro-reflective surface and the VR clip-on – have all been refined and improved. Work is still ongoing with the wand, which allows a user to manipulate virtual items projected by the headset onto the retro-reflective surface with “sub-millimetre accuracy”. Kits, when shipped, will also include Technical Illusions’s own game, mARbles, designed to demonstrate the gameplay capability of the system to developers.

mARbles has been designed by the castAR team to demonstrate the potential of project AR games to developers
mARbles is a “Marble Madness”-style game which can be played individually or by two r more players. It is shipping with the castAR dev kits (image: Technical Illusions)

So what is the market for the castAR? Ellsworth believes that games “will be king for a while”, and admits to looking forward to seeing flight simulators that use the castAR projection system, although she also notes other potential uses when talking to GamesBeat’s Takahashi.

A lot of people are going to get excited about tabletop collaborative experiences, where multiple people sit around a table and work in the same physical space. All the game characters are in the same space. We have a lot of companies approaching us that want to use it for visualization – architecture, things like that, where you can sit around and table and work in the same space.

Nor do users necessarily need to be in the same physical space, in order to engage with one another, as the company has demonstrated in a number of its videos.

In terms of practical applications, Technical Illusions have been working with medical experts to see how the castAR system might be used alongside MRI scans, the castAR system being use to build 3D holograms of scanned patients which can be examined by doctors and / or surgeons, helping them to build a more complete understanding of the patient’s condition.

The conceptualised castAR production headset and VR clip-on system (image: Technical Illusions)
The conceptualised castAR production headset and VR clip-on system (image: Technical Illusions)

How successful castAR is likely to be is hard to judge; the world is awash with excitement over VR that all things AR have been largely sidelined. Even the involvement of Google (and others) in Magic Wand hasn’t really done much to change that.

castAR is also somewhat different to other AR systems seen so far, potentially making it an oddball in the eyes of some media, although its potential to enter into the VR sphere through the VR clip-on may serve to generate wider interest. How big a footprint castAR might actually make in the VR world is hard to judge; a key here might be in whether it can be made compatible with games being specifically developed for Rift-type hardware.

So far, the company has managed to achieve a lot while remaining relatively low-profile. Their emphasis for the foreseeable future is on building relationship with developers and getting content integrated into the system as the hardware itself continues to mature towards the desired consumer format.

Even so, if the company is to make its mark, it is liable to need the support of investors – and the move to Mountain View is, as noted by Technical Illusions themselves, perhaps as much about that as putting them more readily at the hub of available expertise. As such, it’ll be interesting to see where the move leads.

Related Links

Magic Leap: the elephant (or dragon, or…) in your room (or street, or…)

You'll believe a whale can fly - or that's perhaps Magic Leap's hope (among more practical things)
You’ll believe a whale can fly – or that’s Magic Leap’s hope (among more practical things)

Augmented Reality took a shot in the arm this week with the new that Google is at the forefront of some US$542 million investment in technology company Magic Leap. What’s more, not only is the coming putting the money forward directly, rather than through their investment arm, Google Ventures (which has previously put money into things like Philip Rosedale’s High Fidelity, alongside of investment house True Ventures), but two senior executives from Google will be joining the Magic Leap board. These are Sundar Pichai, Android and Chrome leader, and Don Harrison, Google’s corporate development vice-president.

The funding round comes on top of an initial round of investment in February 2014, which drew some US$50 million to the company.

But who or what is Magic Leap? According to the company’s website, it is essentially an augmented reality system which uses a “Dynamic Digitized Lightfield Signal”, although they note we can call it “Digital Lightfield™”, capable of merging realistic computer graphics with everything the user sees in the real world. This appears to be something of a merging of both VR and AR (with the emphasis on the latter), to create an immersive whole. The system doesn’t use the Oculus Rift, but apparently uses a headset system possibly akin to, say, the castAR system or perhaps Google Glass; the latter of which might explain Google’s interest – or it might not.

However, no-one knows precisely what Magic Leap is or how it works, because there haven’t been any public demonstrations of the system, nor have any images of the hardware been released. And while trendy terms like “Digital Lightfield™” are used on the equally trendy website, there is little to tell what is going on.

So far all that has been released are a series of pretty stunning images and videos – witness the video above, or the images top and centre in this article. However, that’s not so say the company don’t have something to get investors excited.

“It was incredibly natural and almost jarring — you’re in the room, and there’s a dragon flying around, it’s jaw-dropping and I couldn’t get the smile off of my face,” Thomas Tull, CEO of Legendary Entertainment (aka Legendary Pictures) told the Wall Street Journal. Images, projected into the wearer’s eyes, can even be made to appear to pass in front of or behind real-world objects. Tull was so impressed by what he saw, he not only had Legendary Pictures to invest in Magic Leap, he also made a personal investment as well.

Nor are Legendary Pictures and Google alone. Other investors in the funding round include Qualcomm, Kleiner Perkins, Andreessen Horowitz, Vulcan Capital, Obvious Ventures and Caufield & Byers. Qualcomm’s executive chairman, Paul Jacobs, is also joining Magic Leap’s board, and will sit alongside Google’s Don Harrison and an observer.

One of the Magic Leap promotional images: a yellow submarine apparently floats down a street the Magic Leap wearer is walking along
Another Magic Leap promotional image: a yellow submarine apparently floats down a street the Magic Leap wearer is walking along

Such a broad spread of investment potential speaks to the vision held by Magic Leap’s CEO, Rony Abovitz, who wants the company to become “a creative hub for gamers, game designers, writers, coders, musicians, filmmakers, and artists.”

The potential for something like Magic Leap in films is clear; imagine sitting down in a movie theatre, donning a pair of glasses perhaps not too dissimilar to the current 3D glasses provided at theatres, and then seeing a film where events can become a shared experience as they extend into the audience…

That may well be why co-founder of Weta Workshop, the SFx company behind the visual effects for Peter Jackson’s Lord of the Rings and The Hobbit trilogies (among others), Richard Taylor, was also drawn to the project. He participated in the first round of funding for Magic Leap, and now sits on the company’s board of directors.

Weta Workshop co-founder Richard Taylor: Magic Leap investor and board member (image via Stuff)

“What Rony and the Magic Leap team have created is nothing short of remarkable and will forever change the way we interact with images and information,” Taylor said at the time of his investment.

“The wearable technology they have developed is revolutionary in its ability to create amazingly immersive and fantastical experiences. This goal alone would be a Herculean endeavor for any development group, but the fact that the Magic Leap team is driven by the mantra of also delivering devices that complement human physiology is extraordinary,”

Bing Gordon, a partner at Kleiner Perkins Caufield & Byers, and a former executive at EA Games sees a huge the potential for Magic Leap. Commenting on how the system is better coordinated with how the human eye and brain process images, making the computer graphics feel, and move, more naturally, he told the New York Times that Magic Leap could help drive augmented reality to outstrip mobile devices in terms of popularity in its possible range of uses.

It would seem that Google is looking more broadly at the potential of the technology as well, rather than button-holing it for any particular use or in combination with any particular product (Glass itself has been somewhat low-key this year, and was all but absent at the corporation’s Google i/o in July). Many commentators believe that Google’s investment, coming as it does from the company, rather than its investment arm, is a strategic move, with Google willing to see how the Magic Leap technology matures. Abovitz has gone a little further on matters, stating that Glass and Magic Leap use different approaches and will not be merged.

Rony Abovitz (in the space suit) and friends appearing at TEDx Sarasota event in December 2012 - still generating a "Wut?" response in many people today
Rony Abovitz (in the space suit) and friends appearing at TEDx Sarasota in December 2012 – still generating a “Wut?” response in many people today

Abovitz himself cuts something of an unusual figure – as anyone who witnesses his appearance at the TEDx Sarasota’s inaugural conference is liable to agree. The Magic Leap website is equally somewhat offbeat, indicating that the Magic Leap team comprises (among others) “rocket scientists”, “software ninjas”, “computing hobbits”, and “psychedelic physicists”.  however, it might not be wise to underestimate him. Abovitz also founded MAKO Surgical, producing surgical robotic arm assistance platforms, a company he took from start-up in 2004 to being named, in 2011, the fastest growing technology company on Deloitte’s Technology Fast 500.. In 2013, he orchestrated the sale of MAKO to Stryker Medical in a US$1.65 billion deal.

“Magic Leap is going beyond the current perception of mobile computing, augmented reality and virtual reality,” Abovitz said in a company statement following the funding round. “We are transcending all three, and will revolutionize the way people communicate, purchase, learn, share and play.”

Related Links

Duck and Cover

Sunday October 19th marked the culmination of what is regarded as one of the most unique astronomical events to take place in human history – so unique, some commentators believe it may only happen once every million years or so: the opportunity to study something which may have existed before the Earth was created.

For the last several months, comet Siding Spring has been under observation as it hurtles through the solar system at an acute angle relative to the plane of the ecliptic – the imaginary line along which the planets orbit, and on Sunday October 19th, it made its closest approach to Mars, passing just in front of the planet relative to the Sun.

Siding Spring was first identified by Australian astronomer Rob McNaught, and bears the name of his observatory as a result, although officially it is catalogued as C/2013 A1. Since then, it has been under observation from a veritable armada of international space craft, and its passage past Mars presents further unique opportunities for observation and data-gathering.

Siding spring is a comet originating in the Oort cloud, and beleived to be making perhaps its first foray into the inner solar system, passing inside the orbit of Jupiter
Siding spring is a comet originating in the Oort cloud, and believed to be making perhaps its first foray into the inner solar system, passing inside the orbit of Jupiter

The comet has been identified as coming from the Oort cloud (or the Öpik–Oort cloud, to give proper recognition both astronomers who initially and independently postulated its existence). This is a spherical cloud of debris left-over from the creation of the solar system, occupying a huge area starting some 2,000-5,000 AU (2,000 to 5,000 times the distance from the Earth to the Sun) and extending out to around 50-100,000 AU – or about one light year away. Thus, Siding Spring represents some of the material “left-over” from the formation of the solar system 4.6 billion years ago – older than the Earth itself. In fact, such is the distance of the Oort cloud from the Sun, that some postulate the much of the material within it may actually come from stars which shared the same “stellar nursery” as the Sun.

There is nothing unique per se about comets coming from the Oort cloud – it is one of two places from which all comets originate, the other being the Kuiper belt (or Edgeworth–Kuiper belt, as it is also known in recognition of the two astronomers to postulate its existence in the form we now know it has). A disk of material also from the early history of the solar system, the Kuiper belt orbits the Sun at a distance of around 30-50 AU, and gives rise to “periodic” comets. These are comets which circle the Sun in periods of up to 200 years. Two of the most famous Kuiper belt comets are comet Halley, with it 76-year orbit, and comet Shoemaker-Levy 9, which broke-up during a close approach to Jupiter in 1992 prior to colliding with the gas giant in 1994.

Siding Springs passage through the solar system
Siding Springs passage through the solar system

What makes Siding Spring of interest to astronomers is that this is probably the first time in its long, cold history it has ever come inside the orbit of Jupiter since it was first nudged out of the Oort cloud. This led Dr Michael Brown, an astronomer at Monash University, to describe the comet as “essentially a refrigerator of pristine parts of the creation of the solar system. The particles it gives off are effectively opening up the door of the fridge so we can see what the solar system was like 4.6 billion years ago.”

John Grunsfeld, former astronaut and associate administrator for NASA’s Science Mission Directorate in Washington was equally enthused by the comet’s passage, referring to it as “a cosmic science gift that could potentially keep on giving.” Speaking at a press conference held earlier in the year to discuss NASA’s plans to observe Siding Spring, he continued, “The agency’s diverse science missions will be in full receive mode.” He went on, “This particular comet has never before entered the inner solar system, so it will provide a fresh source of clues to our solar system’s earliest days.”

The chance for scientific discovery notwithstanding, the comet’s path was initially a cause for concern, at least in terms of Mars’ future. Early attempts to track the comet’s likely route  “up” through the solar system suggested that rather than passing the Red Planet, Siding Spring would in fact smash into it.

Had the comet struck, estimates suggest it would have created a crater between 10 and 15km in diameter, depending on the actual size of the comet’s nucleus, thought to be between 700m and 1km across.  While that is certainly enough to result in quite an extraordinary bang and some severe changes in the Martian atmosphere (not to mention the sizable dent it would make in the planet’s surface), Mars has actually withstood much larger impacts in its time.

Take Hellas Basin, for example. It is the largest visible crater in the solar system, some 2,300km (1,440 miles) across, and with an ejecta ring some 7,000km (4,375 miles) across. It is believed to have been created by the impact of an asteroid some 400km (250 miles) in diameter.

The Hellas Basin, shown in purple in the image of the right, above. Deeper than Mount Everest is tall, the depression was likely caused by the impact of an asteroid some 400km across. The impact also resulted in the Tharsis Bulge on the opposite side of the planet, and shown in red in the image on the left, topped by the three massive Tharsis volcanoes, and split by the 5,000km length of the Vallis Marineris
The Hellas Basin, shown in purple in the image of the right, above. Deeper than Mount Everest is tall, the depression was likely caused by the impact of an asteroid some 400km across. The impact also resulted in the Tharsis Bulge on the opposite side of the planet, and shown in red in the image on the left, topped by the three massive Tharsis volcanoes, and split by the 5,000km length of the Vallis Marineris

As Grunsfeld noted, such is the scientific opportunity presented by the comet, that NASA has put a significant number of assets in the front line of tracking and observing Siding Spring. These include the Hubble Space Telescope, the Spitzer infra-red space telescope, the WISE infra-red space telescope, the Chandra X-ray observatory, the Kepler orbital observatory (used in the search for Earth-sized extra-solar planets) and more, as well a host of ground-based observatories.

Foremost in the front line, by dint of the comet’s close passage past Mars, are NASA’s orbital and surface vehicles there. Curiosity, Opportunity, the Mars Reconnaissance Orbiter (MRO), Mars Odyssey and MAVEN, together with Europe’s Mars Express and India’s MOM, are all watching the comet, although for the orbiting spacecraft, this comes with a degree of risk.

Siding Spring has been, and is, under observation by an armada of science probes and also from observatories on Earth
Siding Spring has been, and is, under observation by an armada of science probes and also from observatories on Earth – including these from NASA

Continue reading “Duck and Cover”

Lab announces Oculus Rift DK2 project viewer available

On Wednesday May 21st, Linden Lab publicly released the Oculus Rift project viewer, offering initial support for the Oculus Rift DK1.

Things have moved on since, most notably with the release of the Oculus DK2, versions of which the Lab received in July 2014, and have been using to update the project viewer to provide DK2 support.

Oculus Rift: Lab launches project viewer with DK2 support
Oculus Rift: Lab launches project viewer with DK2 support

On Monday October 13th, the Lab announced that the updated version of the viewer is now available.

The blog post announcing the update reads:

A few months ago, we released a Project Viewer that made it possible to use the first generation Oculus Rift development kit (DK1) anywhere in Second Life.

Since then, Oculus Rift has released a second generation development kit, DK2. The new hardware offers an even more immersive experience when used with Second Life – there’s less likelihood of feeling motion sick thanks to the motion-tracking features, and less of the “screen-door effect” on the visuals, thanks to higher resolution and brighter display.

We’ve integrated the DK2 with Second Life, and today are releasing a new Project Viewer so that virtual reality enthusiasts with the DK2 can use it anywhere in Second Life, just as DK1 users can.

Unfortunately, though, there are still some bugs impacting the experience, which we won’t be able to fix until we receive the next SDK from Oculus Rift. Because Second Life uses OpenGL in its browser, we cannot support direct mode in the Rift until Oculus releases a version of the SDK that supports that.

In addition, juddering is an issue (as it is with most DK2 demos).This can be significantly improved on Windows by turning off Aero, which allows the Rift to use its full refresh rate rather than being limited to the refresh rate of the primary monitor. This refresh rate is a major factor in the judder and turning off Aero can significantly improve your experience.

We’ll continue to fix bugs and improve the experience as quickly as we can once we get the next SDK, but in the meantime, we wanted to get this Project Viewer out into testers’ hands. If you have an Oculus Rift development kit, you can download the new Project Viewer here.

The update includes an expanded HMD configuration panel, which can be accessed via Preferences > Move and View > click on the Head Mounted Displays button.

The expnaded HMD configuration panel
The expanded HMD configuration panel

As with the original project viewer, this configuration panel can also be accessed via a dedicated toolbar button.

The release notes for the viewer include some additional hints and tips:

  1. In Windows 7 turn OFF Aero (go to Windows Basic setting in the “Personalize” right-click menu on the desktop).
  2. In the Windows display settings, adjust the refresh rate on the DK2 to 60hz rather than 75hz.
  3. Make sure your Oculus config runtime and firmware are up to date.
  4. Make sure the power cable is plugged in to the Rift.
  5. If using an NVIDIA card, update to the latest drivers, which have some Oculus/VR specific optimizations.
  6. Turning on Triple buffering in the NVIDIA control panel may help in some cases. Results may vary.
  7. To increase framerate try reducing the Second Life Viewer draw distance and/or disable Shadows and the Ambient Occlusion.
  8. On the HMD setting panel in preferences try experimenting with turning low persistence mode on and off. We’ve found that is some cases it can exacerbate ghosting and jitter.
  9. If you’re in Mac OS X, it is recommended that you exit HMD when uploading files, such as images or models. There is currently an issue that can get your viewer stuck in a bad state if you attempt to upload files while HMD Mode is enabled.

Key Controls

  • Enter HMD mode – CTRL + SHIFT + D
  • Align to look – Q
  • Center Mouse Pointer – Z
  • Action key – X
  • Camera Mode – M (Press multiple times to cycle through 3rd Person, HMD Mouse look, and 1st Person modes)

The blog post from the Lab also includes the video released at the time the original Oculus Rift project viewer was launched.

Related Links

Martian technology comes down to Earth; NASA asks students to help

CuriosityThere’s some interesting news coming from the Mars Science Laboratory, with NASA revealing that Curiosity is contributing to matters of safety here on Earth.

Over the decades, NASA has established a strong track record for space-focused technologies having spin-off applications here on Earth. The Apollo programme, for example, lead to some 1,400 patents and technical developments which impacted all of our lives. These have included:

  • Physical therapy and athletic development machine used by football teams, sports clinics, and medical rehabilitation centres
  • Water purification systems used in community water supply systems and cooling towers to kill bacteria, viruses and algae
  • Freeze-drying technology to preserve nutritional value and taste in foods; improvements in kidney dialysis arising from the need to recycle fluids in space
  • The widespread use of flame-resistant textiles used by fire fighters, service personnel, etc.
  • Sensor system to detect the presence of hazardous gases in oil fields, refineries, offshore platforms, chemical plants, waste storage sites, and other locations where gases could be released into the environment.
aaa
Lance Christensen of NASA’s Jet Propulsion Laboratory, demonstrates the gas leak detection device developed using his tunable laser spectrometer develop for the Mars Science Laboratory

It is in reference to this last aspect of spin-off technologies that Curiosity is contributing to safety on Earth.

On Wednesday October 2nd, NASA’s JPL announced that technology developed for the Curiosity rover is now being tested by the Pacific Gas and Electric Company (PG&E) which should enable their personnel to identify possible leak locations, fast-tracking their ability to repair gas leaks.

The new system utilises laser-based technology developed for MSL to aid detection of Methane on Mars. It is a spin-off of the tunable laser spectrometer, developed by JPL science engineer Lance Christensen, and one of the principal science instruments carried within the body of the Mars rover. The PG&E application utilities elements of the laser system together with a tablet computer in a hand-held device. This allows field engineers to detect trace elements of gas coming from a leak by passing the detector over the ground above the line of the pipe. Testing is currently underway, and it is hoped that if successful, it will see the system introduced for general use in the US utility industry in 2015. It is particularly relevant to PG&E, after one of their gas pipes ruptured in 2010 and the resultant explosion killed eight people.

Curiosity’s compact spectrometer systems have already given rise to the testing of a new generation of compact, portable, multi-purpose spectrometers for use by geologists and researchers working in the field, and the development of this system with PG&E marks another significant step in NASA’s tradition of contributing back to technology, engineering, safety, etc., here on Earth.

NASA 3D Printing Contest for Students

3D printing has the potential to revolutionise many areas of life and business – both on Earth and in space. Earlier in 2014, for example, British Aerospace has received European Aviation Safety Agency (EASA) Form 1 certification approval to use a 3D printed part in one of their aeroplanes, and the European Space Agency (ESA) is investigating the use of 3D printing methods for space applications.

NASA, in partnership with the American Society of Mechanical Engineers Foundation has now opted to launch a competition for US school and college students, to design and submit a digital 3-D model of a tool that they think astronauts will need in space.

Introducing the competition in a video (below), NASA astronaut Doug Wheelock says, “As you know, we don’t have overnight shipping up in space, so when we really need something, we have to wait. To be able to make parts on demand will forever change that for us.”

The competition, launched in late September, has a closing date of December 15th, 2014. Two grand prizes are on offer: the winner of the 5-12 year age group will get a 3-D printer for his or her school, while the winner in the 13-19 age range will receive a trip to NASA’s Payload Operations in Huntsville, Alabama, where the student will watch his or her object manufactured on the International Space Station.The winners will be announced in January 2015, and full details for entry can be found on the Future Engineers website.

Continue reading “Martian technology comes down to Earth; NASA asks students to help”