All posts by Paul Raven

GPS FAIL?

lost personGot a GPS in your car? Well, I hope you’ve not become too reliant on it and totally lost the ability to use old-fashioned road maps, because GPS service could start getting patchy next year, when the ageing satellites that make up the system’s infrastructure start falling out of orbit before their replacements can be set up.

Seems like someone’s been blowin’ the boondoggle blues and letting the maintenance schedule slip behind:

The warning centres on the network of GPS satellites that constantly orbit the planet and beam signals back to the ground that help pinpoint your position on the Earth’s surface.

The satellites are overseen by the US Air Force, which has maintained the GPS network since the early 1990s. According to a study by the US government accountability office (GAO), mismanagement and a lack of investment means that some of the crucial GPS satellites could begin to fail as early as next year.

“It is uncertain whether the Air Force will be able to acquire new satellites in time to maintain current GPS service without interruption,” said the report, presented to Congress. “If not, some military operations and some civilian users could be adversely affected.”

The report says that Air Force officials have failed to execute the necessary steps to keep the system running smoothly.

Ouch. As pointed out in the Guardian article, it’s highly unlikely that the USAF will let the system degrade totally – it’s too useful, not just to them but to a lot of people the world over – but just as we have to accept with other ubiquitous services like Google, outages may occur, and there’ll be no one to complain to; it’s all there in the small print, man. [image by Larsz]

That said, it’s a free market, and you can always shop around for alternatives – apparently Russia, China and India are all working on their own equivalent systems, which is probably even more upsetting to the USAF than the possibility of flakey service from their own kit.

Dan Brown’s antimatter bombs are nothing to worry about

mushroom cloudI miss a lot of things about working in public libraries, but exposure to Dan Brown novels is not one of them. As such, I had no idea that Hollywood had made a movie from another of his books, Angels & Demons, but apparently they have.

Less surprising is the revelation that Brown has played fast and loose with the facts (and the writing, I fully expect); Wired UK takes a look at Brown’s antimatter-bomb-in-the-Vatican plot and points out that we’ve no need to worry about terrorists stealing the stuff from CERN:

And it’s true – scientists there really have  produced antimatter. But only in submicroscopic quantities. “If you add up all the antimatter we have made in more than 30 years of antimatter physics here at CERN, and if you were very generous, you might get 10 billionths of a gram,” CERN’s Rolf Landua, told New Scientist magazine recently. “Even if that exploded on your fingertip it would be no more dangerous than lighting a match.”

It would be possible to make more, of course, but not cheap:

The cost of antimatter is, by [NASA’s] estimates $62.5 million per microgram (£41 million). However, they suggest that a dedicated antimatter production facility, with a pricetag of $3 – $10 billion, would bring the price down to just $25,000 per microgram (a mere £16 million).

But even if that much were just lying around, the storage facilities don’t exactly lend themselves to a cat-burglar raid:

Positrons can be stored in a Penning Trap, a sort of magnetic bottle. (The Air Force bought a new positron trap in December – but only for a device to examine defects in semiconductors.) However, such traps are leaky and you can’t store your positrons indefinitely. There’s also the issue of what happens when the power fails. The trap stops working and all your positrons come into contact with the container walls, which could mean a big boom. Then there’s the question of how many positrons you can store. At the moment storing a microgram of positrons would require a Penning Trap of stupendous size. A 2004 report by the US National Research Council said that much greater energy densities were needed for positrons to be useful as an explosive. The study advised against heavy investment in such a high-risk, immature technology.

So, fear not – the Vatican is safe from antimatter, at least for now. Given the size of the place, I can’t imagine why you’d think you needed anything bigger than a small nuke to take it out… but that doesn’t sound quite as exotic, I guess, and exotic puts the ‘thrill’ into ‘technothriller’. Best leave the plausibility and scientific rigour to those science fiction nerds, eh? [image by V 2]

Little lost robot

Robots have been mobile for decades, but they’ve only ever been able to go places for which they had a map or set of directions stored. That’s all changed thanks to a team of roboticists from Munich, who’ve built the first robot that can be unleashed into unfamiliar territory without a map. How does it complete its journey? It asks for directions, of course:

ACE uses cameras and software to detect humans nearby, based on their motion and upright posture. As it closes in on a likely helper, ACE’s “head” – bearing a touchscreen and a second screen displaying an animated mouth – turns to face the chosen person.

A speaker working in sync with the animated mouth is used to get the person’s attention and to ask them to touch the screen if they want to help. Willing guides are then asked to point the robot in the correct direction, with the response being analysed by posture recognition software. Direction set, ACE says “thank you” before trundling off.

Pointing, rather than telling the robot where to go, avoids confusion caused by the fact that the robot and the facing pedestrian each have a different sense of left and right.

Although it interacted with 38 people over a period of nearly five hours – ACE did eventually reach its destination. In fact, the team report that the robot was making very good progress until it reached a busy pedestrian area where its own popularity became a problem.

The current rarity of mobile robots in public spaces is obviously a big factor here; in a few more decades, we may barge past lost robots on the pavement as quickly and guiltily as we do homeless people or street-drunks.

The principle on display here is that of robot-human interaction in order to gather environmental data to complete a task or journey, which is all well and good, but it’s a proof-of-concept more than anything else. If all you needed was a robot that could navigate an unfamiliar cityscape, it’d be far easier to kit it out with good visual sensors and a GPS unit.

Hell knows this would be useless for military applications; if your super-killbot had to stop at every enemy checkpoint to ask the way to headquarters, I dare say the best place it would end up would be a long long way from anything at all… [story via regular commenter Evil Rocks; apologies to Paul McAuley for the headline]

Post-postmodern fiction? Dear Esther, and game engines as narrative engines

We were talking just a few days ago about the narrowing gap between traditional storytelling and computer games. Well, here’s something that seems to have bridged the two to create a hybrid artform: Dear Esther is a Half-Life mod that’s a sort of first-person virtuality narrative with a degree of interaction but no ‘traditional’ gameplay goals.

Dear Esther screenshot

Lewis Denby guests at Rock Paper Shotgun, and explains the potential of level modding for new expressions of creativity:

In a way, that it would be this sort of amateur creation to have such an effect makes sense. The mod scene has the potential to be a land of limitless creative opportunity. You’re not restricted by publishers’ requests, or the demands of your perceived audience, or your own barely competent technology. You’ve an enormous blank canvas to paint on, and all that holds you back is your imagination.

The real big deal here, though, is that 3D game engines can theoretically produce experiences that film, audio and the written word combined still fall short of; the interactive element is the key, producing a sense of emotional engagement that a ‘static’ work cannot replicate. Back to Denby, who suspects it’s the untapped potential for producing a negative emotional response that’s important:

I love my Marios and what-have-you as much as the next person, but I still feel games have an incredible untapped potential for negative emotions. Some have tried – Braid stands out for having a bloody good go – but we’re still a little too comfortable with enjoying everything we play. Any stretches of sadness in this medium tend to be restricted to self-indulgence or vapid tearjerker fare, and even they invariably make way for happy endings and bunny fluff.

Dear Esther rejects pretty much every notion of what videogames should do, and instead presents a profound look at what they could be doing. They could be telling stories that, while unforgiving and upsetting, exist within a format that no novel or film could ever reproduce. Stories that take clever audiovisual amalgamation for granted and go the extra mile, allowing the player to explore a tangible world that they would never otherwise be able to visit. In a sense, Dear Esther is pretty much non-interactive: nothing you do changes the course of the fiction, and there’s no element of challenge to speak of. But in another, far more accurate sense, the interaction is totally key. It’s your journey – whoever “you” are – and the intimacy heightens every emotion censor in your poor, overloaded brain. After watching me finish Dear Esther, my girlfriend asked me what it was I’d been playing. I turned to answer her, only to find I couldn’t speak. No words arrived. None mattered.

Of course, not everyone will want a harrowing immersive experience – think of the number of people who bemoan the lack of happy endings in modern novels – but there’s nothing to say that the form has to be negative in character. But it’s that potential, that opportunity to produce and manipulate both ends of the emotional spectrum, that demonstrates we have yet to see even the infancy of this hybrid artform.

I rather suspect that this could provide a great way for powerful fiction writers to reach a massive new audience that traditionally ignores dead-tree media. Who knows – it might even usher in a return of the writer as something more than a small-font credit line at the end of a movie or TV show. [via BoingBoing; Dear Esther screensot borrowed from Rock Paper Shotgun under Fair Use terms, please contact for immediate takedown if required]

Subdermal analgesics – implanted painkillers

neural stimulator implantA pill for every ill? How very Twentieth Century! In the future, my friend, your chronic pains will be alleviated by tiny subdermal devices wired directly into your nerves, activated remotely beyond the body by radio signals from a master control device:

The device works similarly to spinal-cord stimulators for managing chronic pain. The idea is that the electrical jolts delivered by the device override the neural pain signals being transmitted to the spinal cord. However, the precise mechanism is not yet clear.

[…]

Like some cochlear implants and other medical devices, the implant is powered with radio-frequency transmission: radio waves transmitted by the external coil generate a magnetic field in the internal coil, which powers the electrodes. Adopting technologies from the rapidly advancing RFID world has allowed the researchers to further shrink the device.

Before rushing off to hassle your local medical practitioner for a set, however, bear in mind that this is still at the conceptual stage:

Researchers have developed a prototype device, which they are testing in rats. The device can effectively stimulate peripheral nerves in rats, although it’s not yet clear whether the electrical stimulation alleviates chronic pain. (Scientists assess chronic pain in rats by recording how much the animals eat; a rat in pain won’t eat as much.)

Assuming it works as expected, this could be a real life-changer for people suffering with chronic conditions. However, I don’t think it’s a wild leap of logic to assume that if nerve stimulation can be used to alleviate pain, it can probably be used to create it as well – maybe even with exactly the same set-up. It’s easy enough to hijack regular RFID tags, after all.

Thinking a little further, perhaps this technology would become part of the suite of telepresence devices. Rather than wear some sort of all-over suit, sensory stimulation from virtual worlds could be reproduced in the body by carefully timed and coded radio signals… which would make the perceptual line between reality and the metaverse that much thinner and fuzzier. [via grinding.be; image borrowed from Technology Review article under Fair Use terms, please contact for takedown if required]