Earth’s Final Frontier: Exploring The Alien Depths Of The Earth’s Oceans

Despite how hostile to life some parts of the Earth’s continents are, humanity has enthusiastically endeavored over the course of millennia to establish at least a toehold on each of them. Yet humanity has barely ventured beyond the surface of the oceans which cover around three-quarters of the planet, with human activity in these bodies of water dropping off quickly along with the fading of light from the surface.

Effectively, this means for all intents and purposes we have to this day not explored the vast majority of the Earth’s surface, due to over 70% of it being covered by water. As an ocean planet, much of Earth’s surface is covered by watery depths of multiple kilometers, with each 10 meters of water increasing the pressure by one atmosphere (1.013 bar), so that at a depth of one kilometer we’re talking about an intense 101 atmospheres.

Over the past decades, the 1985 discovery of Titanic’s wreck approximately 3.8 kilometer below the surface of the Atlantic, the two year long search for AF447’s black boxes, and the fruitless search for the wreckage of MH370 despite washed-up remnants have served as stark reminders of just how alien and how hostile the depths of the Earth’s oceans are. Yet with both tourism and mining efforts booming, will we one day conquer the full surface of Earth?

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Exploiting Hardware-Level Parallelism In The Manticore Hardware-Accelerated RTL Simulator

Before a chip design is turned from a hardware design language (HDL) like VHDL or Verilog into physical hardware, testing and validating the design is an essential step. Yet simulating a HDL design is rather slow due to the simulator using either only a single CPU thread, or limited multi-threading due to the requirements of fine-grained concurrency. This is due to the strict timing requirements of simulating hardware and the various clock domains that ultimately determine whether a design passes or fails. In a recent attempt to speed up RTL (transistor) level simulations like these, Mahyar Emami and colleagues propose a custom processor architecture – called Manticore – that can be used to run a HDL design after nothing more than compiling the HDL source and some processing. Continue reading “Exploiting Hardware-Level Parallelism In The Manticore Hardware-Accelerated RTL Simulator”

Creating A 3D Visualization Of Freely Moving Organisms Using Camera Array And Software Algorithm

Observing a colony, swarm or similar grouping of creatures like ants or zebrafish over longer periods of time can be tricky. Simply recording their behavior with a camera misses a lot of information about the position of their body parts, while taking precise measurements using a laser-based system or LiDAR suffers from a reduction in parameters such as the resolution or the update speed. The ideal monitoring system would be able to record at high data rates and resolutions, while presenting the recorded data all three dimensions. This is where the work by Kevin C. Zhou and colleagues seeks to tick all the boxes, with a recent paper (preprint, open access) in Nature Photonics describing their 3D-RAPID system.

This system features a 9×6 camera grid, making for a total of 54 cameras which image the underlying surface. With 66% overlap between cameras across the horizontal dimension, there enough duplicate data between image stream that is subsequently used in the processing step to extract and reconstruct the 3D features, also helped by the pixel pitch of between 9.6 to 38.4 µm. The software is made available via the author’s GitHub.

Three configurations for the imaging are possible, ranging from no downsampling (1x) for 13,000×11,250 resolution at 15 FPS, to 2x downsampling (6,500×5,625@60FPS) and finally 4x (3,250×2,810@230FPS). Depending on whether the goal is to image finer features or rapid movement, this gives a range of options before the data is fed into the computational 3D reconstruction and stitching algorithm. This uses the overlap between the distinct frames to reconstruct the 3D image, which in this paper is used together with a convolutional neural network (CNN) to automatically determine for example how often the zebrafish are near the surface, as well as the behavior of fruit flies and harvester ants.

As noted in an interview with the authors, possible applications could be found in developmental biology as well as pharmaceutics.

The Chipwhisperer adapter plugged into a ChipWhisperer, with the STM chip mentiuoned soldered on

ChipWhisperer Adapter Helps Reverse-Engineer A Controversial Game Cartridge

The ChipWhisperer has been a breakthrough in hobbyist use of power analysis and glitching attacks on embedded hardware. If you own one, you surely have seen the IDC and SMA sockets on it – usable for connecting custom breakouts housing a chip you’re currently probing. Today, [MAVProxyUser] brings us a ChipWhisperer adapter for STM32F446ZEJx, which comes in a UFBGA144 package – and the adapter has quite a backstory to it.

In retro gaming world, a crowdfunding campaign for a game called PAPRIUM has seen a huge success getting funded in 2017. However, the campaign has grossly underdelivered throughout the last five years, and out of those rare cartridges delivered to backers, quite a few have faulty hardware. Getting replacements isn’t realistic at this point, so the repair attempts and game preservation efforts have been ongoing. Trouble is – there are protection mechanisms against dumping the cartridges, and one of the protection mechanisms is the built-in flash read protection of the aforementioned STM32 found on the cartridge. This board adapts the chip to a ChipWhisperer interface for protection bypass exploration, and has quite a few configuration jumpers anyone facing a similar chip is able to use – Eagle files are out there as well, in case your chip needs a slightly different approach.

With reverse-engineering underway, are we likely to see this cartridge’s defenses fall? Our assessment is ‘yes’ – it’s not like there’s a shortage of mechanisms for bypassing security ; from modchips to EMP attacks to blasting the die with a laser, hardware-reliant security is, still, quite bypassable. All in all, despite the drama around the project, this is one more reference design for the ChipWhisperer, and a fun journey to look forward to.

Wizards Get Creative, Maybe Save The World

While it’s not normal Hackaday fare, we’ve covered the Dungeons & Dragons licensing kerfuffle, partially because we’re all nerds at heart, and also because it’s worrying that an Open Source styled license could be “deauthorized”. I did touch base with the Open Source Initiative, and got a telling comment that this issue was outside their purview, as the OGL 1.0a didn’t rise to the definition of an OSI approved license, and the update looked to be a disaster.

Since our coverage was published, Wizards of the Coast released part of the Fifth Edition System reference Document (SRD) under a Creative Commons license, removed the profit sharing language from the OGL update, but notably left the language in place about deauthorizing the 1.0a version of the license. As you can imagine, fans were still unamused, and we informed WotC of our displeasure when they launched a survey, asking fans their thoughts on the new license.

And the outpouring was overwhelming, with over 15,000 survey responses in just over a week. The vast majority (90% for some questions) informed WotC that they had lost their collective minds. That response, combined with a plummeting subscription count on DND Beyond, Paizo’s explosion of popularity and new ORC license announcement, and the plethora of publishers jumping ship, has finally shone the light of reason upon management at WotC.

The latest announcement is a win in basically every regard. The OGL 1.0a will not be deauthorized, and the entire 5e SRD has been released under the Creative Commons 4.0 By Attribution license. That’s an interesting choice, as CC-BY-4.0 is a very permissive license. It’s not “viral”, as it does not place any licensing restrictions on derivative works, and there are no restrictions on commercial use. The only restriction is that attribution must be included. The latest SRD is now available under both licenses, you pick your preference. So as a reward for going through the trauma, we get a sizable chunk of the game under an even less restrictive license. Bravo.

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NASA Lunar Probe Finds Out It’s Not Easy Being Green

If you’re a space fan, these are very exciting days. There’s so much happening overhead that sometimes it can be difficult to keep up with the latest news. Artemis I just got back from the Moon, the International Space Station crew are dealing with a busted Soyuz, SpaceX is making incredible progress with their Starship architecture, CubeSats are being flung all over the solar system, and it seems like every month a new company is unveiling their own commercially-developed launch vehicle.

Lunar Flashlight

So with everything going on, we wouldn’t be surprised if you haven’t heard about NASA’s Lunar Flashlight mission. The briefcase-sized spacecraft was launched aboard a special “rideshare” flight of SpaceX’s Falcon 9 rocket back on December 11th — tagging along with two other craft heading to our nearest celestial neighbor, the Japanese Hakuto-R lander, and a small rover developed by the United Arab Emirates. There was a time when a launch like that would have been big news, but being that it was only the second of seven launches that SpaceX performed in December alone, it didn’t make many headlines.

But recently, that’s started to change. There’s a growing buzz around Lunar Flashlight, though unfortunately, not for the reasons we’d usually hope. It seems the diminutive explorer has run into some trouble with its cutting-edge “green” propellant system, and unless the issue can be resolved soon, the promising mission could come to an end before it even had a chance to start.

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Wizards Slay The Dragon That Lays The Golden Egg

Hail, and well met adventurers! There’s rumors of dark dealings, and mysterious machinations from that group of Western mystics, Wizards of the Coast (WotC). If this pernicious plot is allowed to succeed, a wave of darkness will spread over this land of Open Source gaming, the vile legal fog sticking to and tainting everything it touches. Our quest today is to determine the truth of these words, and determine a defense for the world of open gaming, and indeed perhaps the entire free world! Beware, the following adventure will delve into the bleak magic of licensing, contract law, and litigation.

Ah, Dungeons and Dragons. The original creation of Gary Gygax, refined by countless others, this table-top role-playing game has brought entertainment and much more to millions of players for years. In 2000, WotC made a decision that opened the mechanics of that universe to everyone. The 3rd Edition of Dungeons and Dragons was released under the Open Gaming License, a very intentional port of Open Source licensing to table-top gaming — obviously inspired by the GNU Public License. Ryan Dancey was one of the drivers behind the new approach, and made this statement about it:

I think there’s a very, very strong business case that can be made for the idea of embracing the ideas at the heart of the Open Source movement and finding a place for them in gaming. […] One of my fundamental arguments is that by pursuing the Open Gaming concept, Wizards can establish a clear policy on what it will, and will not allow people to do with its copyrighted materials. Just that alone should spur a huge surge in independent content creation that will feed into the D&D network.

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