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.
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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”

A Mars Namaste and taxis to the space station

CuriosityIt’s been a busy couple of weeks on and around Mars and with space exploration in general. This being the case, I’m going to be tagging some of the other items of potential interest to the end of this Curiosity update.

On September 24th, Curiosity obtained its first sample of rock gathered from the foothills of “Mount Sharp”, or Aeolis Mons as it is more correctly named. The sample was taken from a rock in the area dubbed “Pahrump Hills”, an uprising within the initial transitional zone between what is regarded as the floor of Gale Crater and the material making up the huge mound of “Mount Sharp” located at the centre of the crater.

The rover officially arrived within the area of interest on September 19th, and conducted surveys of its surroundings and a potential candidate area was selected for sample gathering. On September 22nd, an initial “mini drill” test operation was carried out on a rock surface in the target area, dubbed “Confidence Hills”, to assess its suitability for sample gathering.

A mosaic of images captured by Curiosity's Mastcam showing the Pahrump Hills area the rover is currently investigating (foreground) and the Murrary formation, a near-term destination, beyond
A mosaic of images captured by Curiosity’s Mastcam showing the Pahrump Hills area the rover is currently investigating (foreground) and the Murray formation, a near-term destination, beyond – click any image for full size

As noted in a previous update, “mini drilling” operations are used to test a potential target for a range of factors prior to actually committing the rover’s drill to a sample-gathering exercise, the intention being to ensure as far as possible that nothing untoward may happen which may damage the drill mechanism or adversely impact future sample gathering work.

The September 22nd mini drilling was important for two reasons; not only was it intended to assess the suitability of the target rock for sample gathering, it also marked the first time the drill cut into what is essentially “new” and “softer” material compared to previous drilling activities, and it was doubly unclear as to how the drill or the rock might react.

The bore hole image from the September 24th sample-gathering at “Parump Hills”. A “merged-focused product” combining a set of images captured by the Mars Hand Lens Imager (MAHLI) from just 2 centimetres above the hole, it show the bore cut by the rover’s drill and surrounding tailings which, interestingly, don’t share the same distinctive light gray colouring seen with samples gathered on the crater floor. The hole is 1.6cm across and about 6 cm deep. The images were taken on September 24th, 2014, during the 759th Sol, of Curiosity’s work on Mars

The sample-gathering drilling took place on September 24th, PDT (Sol 759 for Curiosity on Mars) and resulted in cutting a hole some 6 centimetres (2.6 inches) deep into the target rock and the successful gathering of tailings. “This drilling target is at the lowest part of the base layer of the mountain, and from here we plan to examine the higher, younger layers exposed in the nearby hills,” said Curiosity Deputy Project Scientist Ashwin Vasavada following the operation. “This first look at rocks we believe to underlie Mount Sharp is exciting because it will begin to form a picture of the environment at the time the mountain formed, and what led to its growth.”

Curiosity is liable to stay within the “Pahrump Hills” area for a while prior to moving up onto the Murray Formation above it, which is regarded as the formal boundary area between “Mount Sharp” and the crater floor, and as such is designated a target of particular interest. As a part of its studies of “Pahrump Hills”, and as well as gathering an initial rock sample, the rover has been surveying the rocks in its immediate surroundings with other instruments including the ChemCam laser system and the high-magnification Mars Hand Lens Imager camera, also mounted on the robot arm.

Of particular interest to the science team have been a series geometrically distinctive features on the rock surface. These are thought to be common to the Murray formation mudstones, and are believed to be the accumulations of erosion-resistant materials. They occur both as discrete clusters and as dendrites with formations arranged in tree-like branching. By investigating the shapes and chemical ingredients in these features, the team hopes to gain information about the possible composition of fluids at this Martian location long ago.

Another merged-focused image from MAHLI, showing accumulations of erosion-resistant materials in the “Pahrump Hills” area on the slopes of “Mount Sharp”. Similar features on Earth form when shallow bodies of water begin to evaporate and minerals precipitate from the concentrated brines. The width of the image covers about 2.2 centimetres, and it combines a series of images captured on September 23rd, 2014, during Curiosity’s 758th Sol

Currently, the sample gathered from the “Confidence Hills” are held within CHIMRA, the Collection and Handling for In-Situ Martian Rock Analysis system, in the rover’s robot arm. This is a mechanism that allows sample material to be graded by the size of the tailings by passing them through a series of sieves as the robot arm is vibrated at high rates, producing multiple samples which can then be delivered in turn to the rover’s onboard science instruments for detailed analysis.

Continue reading “A Mars Namaste and taxis to the space station”

A look inside the alpha world of High Fidelity

HF-logoI tend to keep an eye on the High Fidelity blog as and when I have the time (I’m currently waiting to see if I get into the next phase of alpha testing, as I’ve so far failed to build the client (I sucketh at tech sometimes), so try to keep up with developments. I also confess to hoping for another video from AKA…). This being the case, it was interesting to get a look behind the doors at what has been going on within High Fidelity courtesy of self-proclaimed “bouncer”, Dan Hope.

Dan’s blog post turns the spotlight away from the work of the core High Fidelity team and focuses it on those alpha testers / builders who have built the client, made the connection and have started poking at various aspects of the platform and the worklist.

Austin Tate is a name well-known within OpenSim and Second Life. His c.v. is quite stellar, and includes him being the Director of the Artificial Intelligence Applications Institute (AIAI) and a Professor of Knowledge-Based Systems at the University of Edinburgh. Austin’s work has encompassed AI, AI planning and the development of collaborative workspaces using virtual environments and tools – particularly the I-Room.

Within High Fidelity, where he is known as Ai_Austin, he’s been extending the work on I-Rooms and collaborative spaces (both of which seem to have an ideal “fit” with High Fidelity) and has been working on 3D modelling, with Dan noting:

You might have figured out by now that 3D worlds are no good if they can’t handle 3D models accurately, which is why Ai_Austin also tests mesh handling for complex 3D objects. The image above shows the “SuperCar” mesh, which has 575,000 vertices and 200,000 faces, being tested in HiFi. There are several other meshes he uses, too, including one of the International Space Station that was provided by NASA.

SuperCar has also featured in Austin’s work within SL and OpenSim, where he has been providing invaluable insight into working with the Oculus Rift, the development of support for it within the viewer, using it with other hardware (such as the Space Navigator). In fact, if you have any interest at all in the areas of AI, virtual world workspaces, VR / VW integration, etc., then I cannot recommend Austin’s blog highly enough (We also share a passion for astronomy / space exploration and (I suspect) for racing cars, but that’s something else entirely!).

Ctrlaltdavid might also be a name familiar to many in SL and OpenSim, being the HiFi name of Dave Rowe (Strachan OFarrel in SL), the man behind the CtrlAltStudio viewer which focuses on adding OpenGL stereoscopic 3D and Oculus Rift support to the viewer.

With High Fidelity, he’s working on Leap Motion integration, to provide a higher degree of control over an avatar’s hands and fingers than can be achieved through the use of other tools, such as a the Razer Hydra. The aim here is to increase the sense of immersion for users without necessarily relying on clunky hand-held devices. As we know, the Leap Motion sits on the desk and leaves the hands free to gesture, point, etc., and thus would seem and ideal companion when accessing a virtual environment like HiFi (or SL) when using a VR headset; or even without the headset if one wishes to have a degree of liberation from the keyboard.

Dan Hope demonstrates avatar finger motion using the Leap Motion, as being coded by CtrlAltDavid in High Fidelity (Image: High Fidelity blog)

Opening this look at the work of various alpha testers / builders, Dan notes:

We can’t create a truly open system without making it compatible with other open-source tools, which is why Judas has been creating a workflow that will allow artists to make 3D models in the open source program Blender using HiFi’s native FBX format.

This forms a useful introduction to the work of Judas, who has been involved in bringing High Fidelity and Blender closer together in terms of providing improved FBX support for the platform, which is now bearing fruit. “Only last week something was added in that allowed me to import the HiFi avatars into Blender without destroying the rigs we need to animate them,” Judas is quoted as saying in the blog post.

Continue reading “A look inside the alpha world of High Fidelity”

OpenSimulator Community Conference registrations open

2014 banner

Registrations have opened for the 2014 OpenSimulator Community Conference. Attendance is free, but for those wishing to donate to the supporting this and future conferences, there are a number of options to do so, ranging from $10.00 USD through to $200.00 USD, all of which offer various benefits to purchasers.

For the full range of ticket options and their repsective benefits, and to book your place at the conference, please visit the conference ticket page.

Note that tickets will be available strictly on a first come, first served basis, and that the conference will be streamed via UStream for those unable to secure a ticket.

The current keynote speakers for the conference are:

  • Dr. Steve LaValle, a professor of Computer Science at the University of Illinois, is the principal scientist for Oculus VR, who will be addressing attempts to bring the Oculus Rift headset to the mass consumer market
  • Philip Rosedale, CEO of High Fidelity Inc., who will address the question, “What is the Metaverse?” and discuss the opportunity to develop an open platform for virtual reality over the internet, including new hardware devices that catalyze entirely new kinds of interactions between avatars.
OSSC keynote speakers Steve Lavalle (l) and Philip Rosedale (r)
OSSC keynote speakers Steve Lavalle (l) and Philip Rosedale (r)

About the OpenSimulator Conference

The OpenSimulator Community Conference is an annual evnet that focuses on the developer and user community creating the OpenSimulator software.  Organised as a joint production by the Overte Foundation and AvaCon, Inc., the conference features two days of presentations, workshops, keynote sessions, and social events across diverse sectors of the OpenSimulator user base.

The 2014 OpenSimulator Conference will take place on the OpenSimulator Conference Centre grid on November 8th and 9th, 2014, with registrations opening on September 15th, 2014, and interested parties can sign up to receive an email reminder to register.

The conference will include four themed tracks and a Learning Lab for hands on hackerspaces, speedbuilds, and more:

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

J’arrive: a new chapter begins

CuriosityOn Thursday September 11th, a special teleconference was held by the NASA Jet Propulsion  Laboratory to discuss the status of the Mars Science Laboratory and the Curiosity rover.

The conference featured Jim Green, director, Planetary Science Division, NASA Headquarters, Washington, John Grotzinger, Curiosity project scientist, California Institute of Technology, Pasadena and Kathryn Stack, Curiosity Rover mission scientist, NASA’s Jet Propulsion Laboratory, Pasadena. California, and marked the first direct conference on the mission hosted by JPL since the start of the year.

The focal point for the briefing was to announce that just over two years since its arrival on Mars, having covered a distance of some 6 kilometres and having already fulfilled its primary mission objective – to locate a region on Mars which shows both chemical and geological indications that it may once have been amenable to development and support of microbial life – the rover had, again in geological terms, arrived at its primary exploratory target: Aeolis Mons, which NASA refers to as “Mount Sharp”.

Curiosity still has around two kilometres left to drive before it can be said to be actually “on” or climbing Mount Sharp, but the changes in geology and terrain which it is now encountering are sufficiently clear for the science team to state the rover is effectively traversing the “boundary” between the floor of Gale Crater and the slopes of Aeolis Mons itself.

Originally, it had been intended to drive the rover further south from its current location near an uprising dubbed the “Pahrump Hills” – originally seen as a potential target site for further sample drilling – to a series of low buttes named after the late co-founder of The Planetary Society, Bruce Murray. From orbit, this had been seen as the best route by which the rover could skirt an extended line of sand dunes lying between it and “Mount Sharp” and commence a climb up onto the lower slopes.

However, further examination of the terrain adjacent to the Pahrump Hills / Zabriskie Plateau has revealed it to be softer than the terrain than the rover has been crossing, and potentially more suited to driving onto the slopes of the mound. Dubbed the “Murray Formation”, this terrain also forms a visible boundary between the Mount Rainer-sized mound of “Mount Sharp” and the crater floor sediments, and so offers the potential for further science discoveries. Thus, from a driving characteristics point of view and a science perspective, it offers a shorter, more interesting route onto the mountain proper.

The view from “Amargosa Valley”: a mosaic of images capture by Curiosity’s Mastcam showing the “Pahrump Hills” (centre of the image, just above the scale bar), above which sits the Murray Formation and the revised route up onto the lower slopes of Mount Sharp (click any image for full size)

As well as being geologically different to the sediments of the crater floor, the Murray Formation is topographically different as well, which is driving a lot of interest in the science team in terms of what it might indicate about the way in which “Mount Sharp” was formed. The floor of Gale Crater – more correctly known as Aeolis Palus – bear the marks of considerable cratering which can be seen from orbit. However, the layers of the Murray Formation – essentially a scarp between the crater floor and Aeolis Mons – have almost no visible cratering at all.

The topological differences between the plains of Gale Crater and the slopes of Mount Sharp can be seen in this false colour image. Note the rich cratering evident across the sedimentary basin of Gale Crater and the almost complete absence of cratering along the Murray Formation.

During the course of the next few weeks, the rover will pass over / around Pahrump Hills, hopefully gathering a suitable rock sample using the “compressed drilling” routine,. Then it will turn more sharply southwards than originally planned, travelling directly onto the Murray Formation, rather than continuing in a more south-westerly direction to Murray Buttes before turning onto the slopes of the formation. The rover will still study the area of the Murray Buttes, but will now do so at their eastern extremes, allowing the science team to also investigate some nearby sand dunes.

While “Bonanza King” proved to be unsuitable for drilling for an actual sample for analysis, it did provide sufficient data to help the team in determining a revised science programme, and in their decision to traverse the Murray Formation and onto “Mount Sharp” proper sooner rather than later. This is because spectral analysis for the rock revealed it to have very high silica content (the only location on Mars so far studied with similar levels of silica is half a world way and was studied by the Spirit MER), which stands a marked contrast to rock samples so far gathered by the rover.

The interior of “Bonanza King”, seen here following the “mini drill” test to assess its suitability for sample drilling, showed intriguing promise. Sadly, the rock moved too much during the test drilling to be deemed safe for sample gathering. Evidence of the movement can be seen in the way the light-coloured tailing have unevenly flowed away from the drill cut, rather than circling it

Continue reading “J’arrive: a new chapter begins”