Kitely launches hypergrid market and a new logo

kitely-logoIn August 2013, I covered the opening of the Kitely Marketplace, having previously reported on its development in January 2013 when it was first announce, and again in May 2013, when it opened to merchants.

In developing the Marketplace, the Kitely team of Ilan Tochner and Oren Horvitz always had the goal of making it possible for merchants to not only sell into Kitely itself, but also into other hypergrid-enabled grids, using a special Export permission flag which can be set by merchants. At the start of March 2014, they took a major step towards this with the opening of the Market Hypergrid Delivery Beta Test.

On March 21st, Kitely announced that the Kitely Market Hypergrid Delivery is now open to all.

The blog post provides guidelines and instructions on using Kitely Market to purchase  goods from the Kitely Market for delivery to hypergrid-enabled destinations, and I don’t propose to repeat things here. By default, the Market offers delivery to the top five (by use) hypergrid capable grids of Craft, GermanGrid, Littlefield, Metropolis, and OSgrid, and more are promised should they prove popular among purchasers. I also understand that delivery to other grids supporting hyerpgrid can be manually configured using the Market’s built-in Grid Manager – all that is needed is the grid’s loginURI.

Customers browsing the Kitely Market can now opt to have goods delivered to other hypergrid-enabled destinations – providing the creator has set the Export permissions flag (thus preventing goods from moving between grids against the creator’s wishes) – image courtesy of Kitely Market, click for full size

Items specifically set for delivery to other grids by their creator can be located using the Export option on the Permissions search filter (lower left corner of the each Market page).

Alongside of the hypergrid delivery capability, Kitely have enhanced their merchant tools to assist with the new capability, as the blog post explains:

We’ve made it easy for merchants to test that their products work correctly in other grids. It has always been possible to use the “Test delivery” link in the Edit Product page in order to deliver the product to the merchant’s avatar in Kitely. This feature has now been extended to deliver to other grids as well. The way this works is that you go to the Shopping Cart page, and select a grid and an avatar. You don’t actually have to buy anything; just enter that information. Then return to the Edit Product page, and click “Test delivery”. The product will be delivered to the “foreign” avatar that was selected in the Shopping Cart instead of to your Kitely avatar.

Another feature for merchants is that in the Sales History, merchants can see which grid each sale was delivered to, because foreign avatars appear along with their grid: e.g., “Jane Vespa @ OSGrid”.

Also, sales reports themselves can now be downloaded as a CSV file, providing improved historical context for merchants as they track sales long-term.

Additional hypergrid-enabled grids can be added via the Market’s Grid Manager

Implementing hypergrid delivery in the Kitely Market is innovative and interesting. Many creators in walled garden grids avoid OpenSim out of fear of content ripping – not that content ripping isn’t a problem in walled garden grids, either. Some OpenSim grids (like Kitely) proactively take steps to reduce the risk inherent in “easy” content ripping (such as by limiting OAR exports to those items created by the exporter themselves). Even so, the fear is there, so it will be interesting to see how many take advantage of the opportunity to sell into multiple environments from a single point. Certainly, the option has been seen as attractive enough to well-known SL creator Lilith Heart of Heart Botanicals fame, who has already opened a store on Kitely Market.

It will also be interesting to see how this new capability within Kitely Market affects the overall OpenSim economy. On the positive side, it means that merchants wishing to extend their reach into new markets (grids) can do so from a single, powerful point, and Kitely’s own pricing structure makes it fairly competitive for them to do so, including the use of the free access Kitely Merchant Sandbox, if required. Through it, merchants can reach multiple channels and also have a good degree of control over where and how their products are used (with some obvious caveats). For those used to only dealing with one market – such as SL – this could open the door to building channels to markets outside of the walled garden environments, such as those grids with a specific focus  / purpose, such as education or business.

The downside to this is the it might make it that much harder for smaller grids to attract content creators directly, and thus users – who tend to look for the content first. Grids may well also lose out on opportunities to lease virtual land to merchants, as they’ll potentially have little need for in-world stores. However, it’s fair to say that Kitely Market could actually help grids attract users: if it is seen that a grid actively embraces the Kitely Market and its growing numbers of merchants, then the could leverage that fact in attracting new users, as the lack of visible in-world merchants is negated by the ability for merchants to reach the grid via the Kitely Market, particularly if said grids also take steps to ring-fence what can be exported via the likes of OAR files.

New Logo and OpenSim Core Group Invitation

Oren Hurvitz

Alongside the Hypergrid Delivery launch, Kitely unveiled their new logo (seen in thumbnail at the top left of this article), and have included a few notes on making it easier for people to get started on Kitely included the blog post.

And in a modest footnote to the piece, Oren Hurvitz, Kitely’s co-founder, reveals that he has been invited to join the OpenSim Core Group of developers. The invitation is in recognition of Oren’s ongoing contributions to OpenSim on behalf of Kitely, and is very well deserved; my congratulations to him.

Lab issues call for Oculus Rift beta testers

secondlifeOn Wednesday March 12th, Linden Lab issued a call for people willing to help beta test the upcoming Oculus Rift enabled SL viewer.

The call, made via a blog post, reads in full:

The Oculus Rift offers exciting possibilities for Second Life – the stereoscopic virtual reality headset brings a new level of immersion to our 3D world, making Second Life a more compelling experience than ever before.

Though a consumer version of the headset isn’t available yet, we’ve been working with the development kit to integrate the Oculus Rift with the Second Life Viewer. We now have a Viewer ready for beta testers, and if you have an Oculus Rift headset, we’d love to get your feedback.

If you have the Oculus Rift development hardware and would like to help us with feedback on the Viewer integration, please write to sl_oculus_beta@lindenlab.com to apply for the limited beta.

Oculus Rift: the headset-enabled viewer is now ready for beta testing
Oculus Rift: the headset-enabled viewer is now ready for beta testing

As noted in the post, the headset isn’t commercially available as yet, but the pre-release version with the Oculus Software Development Kit is currently available for $300.00 directly from Oculus VR themselves. If you have a kit already, now is the time to sign-up!

As I reported in December, VoidPointer Linden had indicated that the work on making the viewer operate with the Oculus Rift headset was “feature complete”. This fuelled an expectation that a project viewer might make an appearance either before, or soon after Christmas, 2013.

However, Oz Linden shortly afterwards indicated the “soon” might be something of a relative term. Since both of those announcements, the Rift viewer has been working its way through the Lab’s QA process, and while it didn’t appear as quickly as perhaps VoidPointer had hoped. Even so, when commenting on the status of the viewer back in December, he was able to confirm a few things about it:

  • The same viewer can be used in both a “normal mode” and a “Rift mode”
  • There will be no apparent changes to the viewer / UI when in “normal mode”
  • Frame rates when in “Rift look” will be very much down to the user’s own hardware  (unsurprisingly).

Elsewhere, it had been indicated that when in “Rift Look”, UI menus may float over the user’s head, keeping them out of the field of view until such time as needed. This was certainly the case when Simon Linden tried the viewer earlier in “013, but it is unclear if this approach has been carried forward – so that’s one for the beta testers to discover.

There is no timescale for how long the beta testing will last, but this announcement brings official support for Occulus Rift (users can also use David Rowe’s CtrlAltStudio viewer, which provides preliminary support for the headset) a step closer to reality.

Sometimes going backwards is the best way forward

CuriosityCuriosity is once more moving forwards – by going backwards.

Since crossing the “Dingo Gap” sand dune, the rover has been on terrain dubbed “Moonlight Valley” which is far smoother than has been encountered in recent travels, exactly as the mission team would hope would be the case. Nevertheless, precautionary measures are still being used to offer Curiosity’s aluminium wheels some additional relief after a routine inspection of them revealed some had suffered much greater wear and tear than had been anticipated crossing some very rugged terrain.

While the damage to the wheels is not an immediate threat to the rover, mission planners were aware it could happen, and so have been considering various alternatives to minimise further undue wear. One of these alternatives involves the rover proceeding by driving backwards.

A white-balanced look back at the “Dingo Gap” sand dune Curiosity drove over on February 9th (Sol 538) to reach smoother driving terrain. For scale, the distance between the parallel wheel tracks is about 2.7 metres (9 feet) across (click to enlarge)

Theoretically, the design of the rover means that it can make forward progress either by driving with its front end (mounting the robot arm and science turret), or with its rear end, the large RTG cooling system, facing the direction of travel. However, the technique has never been fully tested on Mars, only having being tried over any significant distance using Curiosity’s Earth-based test bed twin; but with much smoother terrain now before the rover, mission managers were eager to discover how well Curiosity could drive when travelling backwards.

“We wanted to have backwards driving in our validated toolkit because there will be parts of our route that will be more challenging,” said mission Project Manager Jim Erickson at  NASA’s Jet Propulsion Laboratory, Pasadena, California. To this end, on Tuesday February 18th, Sol 647 of the mission, Curiosity covered just over 100 metres (329 feet) whilst driving backwards, a traverse which was also the first long trek the rover has made in more than three months, bringing the total distance it has driven since arriving on Mars in August 2012 to some 5.21 kilometres (3.24 miles).

Casting a long shadow: a black-and-white Navcam image captured by Curiosity at the end of its 100-metre reverse drive on Sol 547 (February 18th, 2014). The linear markings near the rover’s shadow are not wheel marks but surface patterns in the ground over which it is travelling (click to enlarge)

With the reverse driving now proven, Curiosity is set to resume its primary mission, which will see it make its way to an area previously referred to as “KMS-9”, comprising three different terrain / rock types offer a relatively dust-free area, and which has now been renamed “Kimberley” after a region in north-western Australia noted for its ancient, exposed rocks.

Following the February 18th drive, Curiosity faced a 1.1 kilometre curving trek to reach “Kimberley”. Once there, the rover will stop there to conduct further science activities, including gathering further rock samples using the turret-mounted drill. At the same time, mission managers will use orbital imagery to select the preferred route the rover will be instructed to take in order to continue onwards to its primary destination: the lower slopes of “Mount Sharp”.

“We have changed our focus to look at the big picture for getting to the slopes of Mount Sharp, assessing different potential routes and different entry points to the destination area,” Erickson said, commenting on the need to reassess the route. “No route will be perfect; we need to figure out the best of the imperfect ones.”

Reaching Kimberley: the white line marks Curiosity’s route. Prior to cross “Dingo Gap” (top right), the rover’s route would have been more-or-less directly to “Kimberley” (lower left). Since crossing the dune onto smoother terrain, the rover has travelled some 100 metres (to “547”), with the yellow line showing the revised route to “Kimberley” the rover will be negotiating (click to enlarge)

It is not clear how long the rover will remain at “Kimberley” once it arrives there; part of this decision will likely only be made once the rover have been able to survey the area for itself.

MSL reports in this blog

Images and video courtesy of NASA / JPL.

Crossing the divide and looking homeward

CuriosityLast time around, I mentioned that the Curiosity team was looking at alternative routes to get the rover down to the crossing-point for the start of its explorations of “Mount Sharp” at the centre of Gale Crater and, more immediately, to a target of interest for further science studies.

The desire to seek alternative routes came as a result of periodic examinations of Curiosity’s aluminium wheels revealing they’d suffered more wear and tear during recent traverses of very rough terrain than had been anticipated. While not a threat to the rover, mission managers would still prefer to lessen the impact of the rover’s southerly transit over what has proven exceptionally rugged ground.

At the time of writing that last update, planners were considering taking Curiosity over a sand dune roughly a metre (3 feet) in height sitting between two rocky scarps, as the terrain beyond the dune, dubbed “Dingo Gap”, appeared to be markedly less rough. While a little more circuitous than a direct-line drive, crossing the dune would still allow the rover to get to its next target for taking samples, a rocky outcrop dubbed “KMS-9″.

The view over “Dingo Gap”, captured on Sol 528 (January 30th, 2014), shows a westward-leading valley of much smoother terrain compared to the rover’s recent drives. The largest of the dark rocks on the sand to the right of the scene are about 60 cm (2 feet) across. This image was captured via Curiosity’s Mastcam and is shown unprocessed: the colours are as the human eye would see them on Mars under local daylight conditions (click to enlarge)

While other routes were under consideration as well, it was decided to take Curiosity “Dingo Gap” after it had been ordered to drive up to the base of the dune and take a peep directly over the top of the mound to get a detailed view of the land on the other side. The rover actually made the crossing  on Sol 535 (February 6th), and a series of nine black-and-white images captured by the rear hazard-avoidance cameras (Hazcams) were later strung together to form a short video of the crossing.

series of nine images captured by the rover’s rear Hazcams show progress over “Dingo Gap”. At the start of the sequence, Curiosity’s front wheels were on the base of the dune’s slope, and the entire traverse covered a distance of some 7 metres (23 feet) – click to enlarge

With the crossing made, Curiosity is set to travel to “KMS-9”, something over half a kilometre away, and which comprises three different terrain / rock types offer a relatively dust-free area for examination and further drilling operations. The area is one of the number of potential “waypoints” identified from orbit that missions scientists hope will help provide greater insight in the soil, rock and climatic conditions which may have once existed around “Mount Sharp” and help build up a clearer picture of changes in conditions which may have occurred within the region through which the rover is travelling.

Continue reading “Crossing the divide and looking homeward”

Dunes, rocks, comets and dust

CuriosityThe progress of NASA’s Curiosity rover on Mars has slowed somewhat in January, the rover having covered around 265 metres (865 feet) in the month, bringing the total distance Curiosity has travelled since arriving on Mars in august 2012 to some 4.89 kilometres (3.04 miles).

Part of the reason for the slow-down has been due to the recent traverse of considerably rougher terrain during the rover’s trek towards its encounter with “Mount Sharp” having resulted in somewhat more wear-and-tear of the aluminium wheels than had perhaps been anticipated.

While not of a serious concern – the rover can function with quite substantial damage having being done to the wheels – the mission team has nevertheless been looking for ways and means for the rover’s progress to continue at a reasonable pace, but without exposing the wheels to excessively rugged terrain.

Most recently, this has involved examining a possible gateway to a smoother route down to the point at which they plan to commence explorations of “Mount Sharp’s” lower slopes.  This gateway is a 1-metre (3-ft) high sand dune sitting between two rocky scarps. Dubbed “Dingo Gap”, the dune appears to provide access to a smoother route heading south-west and towards the rover’s ultimate destination.

Dingo Gap, imaged on Sol 526 (January 28th, 2014). Taken by the “left eye” of Curiosity’s Mastcam, this mosaic shows the metre high dune in the upper centre of the picture, sitting between two rocky scarps and about 35 metres (115 ft) from the rover. The far horizon of the image is the wall of Gale Crater (click to enlarge)

“The decision hasn’t been made yet, but it is prudent to go check,” said Jim Erickson, NASA’s project manager for Curiosity. on January 28th. “We’ll take a peek over the dune into the valley immediately to the west to see whether the terrain looks as good as the analysis of orbital images implies.” The orbital images he referred to came from the High Resolution Imaging Science Experiment (HiRISE) camera on NASA’s Mars Reconnaissance Orbiter, while the “closer look” actually took place on January 30th.

In addition to using alternative routes, the drive team has also been evaluating possible driving techniques that might help reduce the rate of wheel punctures, such as driving backwards or using four-wheel drive instead of six-wheel drive. This may help is situations where some of the wheel damage may have resulted from the force of the rear wheels pushing the middle or front wheels against sharp rocks, rather than simply the weight of the rover driving over the rocks.

As a result of the slow-down, JPL are considering introducing some evening and weekend drives into the February drive schedule.

A mosaic showing Dingo Gap (foreground) and the terrain beyond, as imaged by Curiosity’s monochrome Navcams on Sol 528 (January 30th, 2014) – click to enlarge

More Drilling

As well as providing a route southwards, Dingo Gap may also allow the rover easier access to its next waypoint on the journey, where it is expected to carry out further drilling and sample-gathering activities. The site, identified as “KMS-9” is around 800 metres (half-a-mile) from Curiosity’s current position when measured in a straight line – but that is over rugged terrain the mission team would potentially avoid if possible.

The drilling site has been imaged from orbit, and holds significant appeal to the mission team, as Katie Stack, a science team collaborator explained. “At KMS-9, we see three terrain types exposed and a relatively dust-free surface. This area is appealing because we can see terrain units unlike any that Curiosity has visited so far. One unit has striations all oriented in a similar direction. Another is smooth, without striations. We don’t know yet what they are. The big draw is exploration and seeing new things.”

“KMS-9” won’t be the first rocky area examined by Curiosity in 2014. On January 15th, the rover examined a rock dubbed “Harrison”, which revealed linear crystals with feldspar-rich composition.

Earth-side Tests

At the same time as the efforts to select a candidate route have been underway, other members of the team have been carrying out further tests to validate capabilities for the rover to drill for rock samples on the kind of slopes it will likely encounter when exploring and climbing “Mount Sharp”.

In particular, the tests have been focused on the drill mechanism’s ability to withstand damage as a result of slippage when the rover is parked on a sloping surface. So far, results have shown that the drill mechanism can withstand slippage of around 5 centimetres (2 inches) in the rover’s position without any real damage occurring. Such slippage could be induced through a number of circumstances, including the angle of slope, cumulative damage to the wheels which may impact their ability to grip the surface beneath them, and material on the surface which may also impact the rover’s ability to sustain a solid grip on underlying rock.

Continue reading “Dunes, rocks, comets and dust”

EVE Online garners widespread coverage with epic battle

The battle of B-R5RB, EVE Online
The battle of B-R5RB, EVE Online

The media is all a-quiver at the news about a titanic battle which has taken place entirely within the virtual, but which has an estimated real-world financial impact (so far) of around £181,000 ($300,000).

The battle has taken place in EVE Online, the massively multiplayer online game set in space and encompassing hundreds of star systems, peoples and alliances, with players taking-on a range of roles including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player).

It is with the latter that EVE Online has hit the headlines, following an epic struggle between several thousand Eve Online players from around the world which has witnessed the destruction of 75 of the game’s Titans. Those familiar with Titans know they are the biggest spacecraft in the game, each ten kilometres (6.25 miles) or more in length. They take weeks to construct and can cost around an average of £2,400 ($4,000) a pop in real money, depending upon exchange rates between real-world currencies and ISKs, Eve Online’s internal currency. To give some idea of the scale of the conflict, the previous record for destroyed Titans was 12.

The battle rages
The battle rages

Conflicts are not new to EVE Online and its 10-year history. They can be of varying sizes and triggered by a range of events. This particular one has its roots in a series of skirmishes and exchanges between rival alliances stretching back to October 2013, and which have been dubbed Halloween War. Just last week it saw the RUS Alliance gain something of a bloody nose from opposing forces in a further confrontation between forces.

But on January 27th, 2014, when the Nulli Secunda Alliance forgot a payment on a strategic space station in the otherwise unassuming B-R5RB system, things escalated rapidly as opposing sides sought to gain control of the system. In all, four major alliances werre involved, pairing off against one another: the Nulli Secunda and Pandemic Legion on one side and the CFC and RUS on the other, with neither side willing to back down, committing more and more forces into the battle in the space of some 12 hours. In the end, the outcome was only decided as America awoke as dawn broke across the Atlantic, and the CFC was able to secure reinforcements from its American members.

According to EVE Online developer, CCP, the overall cost is still being counted, and is expected to rise much higher than $300,000 – not in terms of actual costs from the battle, but in terms of the overall investment players have made in the game and in building things like the ships. The battle was so massive that EVE’s servers struggled with the load – but while they “sweated”,  with a few tweaks to the system – they stood up.


A portion of the battle filmed by a neutral observer

This is an incredible advert for a massively multiplayer online game; a scenario wherein several thousand players from across the globe have been able to come together and join-in, in real-time, an event of enormous proportions.  As Harvey Crabsticks points out, you have to admire the dept of participation on the part of the players. It’s a remarkable feat – and by no means the first; just the biggest so far. One which has ignited (or possibly re-ignited?) media interest in a platform as old as Second Life.

Makes you wonder what it would take for the media to respond to SL in the same way…

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