COVID Tracing Apps: What Europe Has Done Right, And Wrong

Europe has been in COVID-containment mode for the last month, in contrast to the prior three months of serious lockdown. Kids went back to school, in shifts, and people went on vacation to countries with similarly low infection rates. Legoland and the zoo opened back up, capped at 1/3 capacity. Hardware stores and post offices are running “normally” once you’ve accommodated mandatory masks and 1.5 meter separations while standing in line as “normal”. To make up for the fact that half of the tables have to be left empty, most restaurants have sprawled out onto their terraces. It’s not really normal, but it’s also no longer horrible.

But even a country that’s doing very well like Germany, where I live, has a few hundred to a thousand new cases per day. If these are left to spread unchecked as before, the possibility of a second wave is very real, hence the mask-and-distance routine. The various European COVID-tracing apps were rolled out with this backdrop of a looming pandemic that’s tenuously under control. While nobody expects the apps to replace public distancing, they also stand to help if they can catch new and asymptomatic cases before they get passed on.

When Google and Apple introduced their frameworks for tracing apps, I took a technical look at them. My conclusion was that the infrastructure was sound, but that the implementation details would be where all of the dragons lay in wait. Not surprisingly, I was right!

Here’s an update on what’s happened in the first month of Europe’s experience with COVID-tracing apps. The good news is that the apps seem to be well written and based on the aforementioned solid foundation. Many, many people have installed at least one of the apps, and despite some quite serious growing pains, they seem to be mostly functioning as they should. The bad news is that, due to its privacy-preserving nature, nobody knows how many people have received warnings, or what effect, if any, the app is having on the infection rate. You certainly can’t see an “app effect” in the new daily cases rate. After a month of hard coding work and extreme public goodwill, it may be that cellphone apps just aren’t the panacea some had hoped.

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Pinephone Gets Thermal Imaging Backpack

When you buy a mass-market mobile phone, you’re making the decision to trust a long list of companies with your private data. While it’s difficult for any one consumer to fully audit even a single piece of consumer technology, there have been efforts to solve this problem to a degree. The Pinephone is one such example, with a focus on openness and allowing users to have full control over the hardware. [Martijn Braam] is a proud owner of such a device, and took advantage of this attitude to add a thermal imager to the handset.

The build is not a difficult one, thanks to the expansion-friendly nature of the Pinephone hardware. The rear of the phone sports six pogo pins carrying an I2C bus as well as power. [Martin] started by modifying the back cover of the phone with contacts to interface with the pogo pins. With this done, the MLX90640 thermal imager was attached to the case with double-sided tape and wired up to the interface.

While the 32×24 output from the sensor isn’t going to help you build cutting edge heat-seeking missiles, it’s an affordable sensor with good performance for low-end thermal imaging tasks. We’ve featured teardowns of thermal imaging hardware before, too.

See The Science Behind VR Display Design, And What Makes A Problem Important

VR headsets are more and more common, but they aren’t perfect devices. That meant [Douglas Lanman] had a choice of problems to address when he joined Facebook Reality Labs several years ago. Right from the start, he perceived an issue no one seemed to be working on: the fact that the closer an object in VR is to one’s face, the less “real” it seems. There are several reasons for this, but the general way it presents is that the closer a virtual object is to the viewer, the more blurred and out of focus it appears to be. [Douglas] talks all about it and related issues in a great presentation from earlier this year (YouTube video) at the Electronic Imaging Symposium that sums up the state of the art for VR display technology while giving a peek at the kind of hard scientific work that goes into identifying and solving new problems.

Early varifocal prototype

[Douglas] chose to address seemingly-minor aspects of how the human eye and brain perceive objects and infer depth, and did so for two reasons: one was that no good solutions existed for it, and the other was that it was important because these cues play a large role in close-range VR interactions. Things within touching or throwing distance are a sweet spot for interactive VR content, and the state of the art wasn’t really delivering what human eyes and brain were expecting to see. This led to years of work on designing and testing varifocal and multi-focal displays which, among other things, were capable of presenting images in a variety of realistic focal planes instead of a single flat one. Not only that, but since the human eye expects things that are not in the correct focal plane to appear blurred (which is itself a depth cue), simulating that accurately was part of things, too.

The entire talk is packed full of interesting details and prototypes. If you have any interest in VR imaging and headset design and have a spare hour, watch it in the video embedded below.

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