Emulating A Power Grid

The electric power grid, as it exists today, was designed about a century ago to accommodate large, dispersed power plants owned and controlled by the utilities themselves. At the time this seemed like a great idea, but as technology and society have progressed the power grid remains stubbornly rooted in this past. Efforts to modify it to accommodate solar and wind farms, electric cars, and other modern technology need to take great effort to work with the ancient grid setup, often requiring intricate modeling like this visual power grid emulator.

The model is known as LEGOS, the Lite Emulator of Grid Operations, and comes from researchers at RWTH Aachen University. Its goal is to simulate a modern power grid with various generation sources and loads such as homes, offices, or hospitals. It uses a DC circuit to simulate power flow, which is visualized with LEDs. The entire model is modular, so components can be added or subtracted easily to quickly show how the power flow changes as a result of modifications to the grid. There is also a robust automation layer to the entire project, allowing real-time data acquisition of the model to be gathered and analyzed using an open source cloud service called FIWARE.

In order to modernize the grid, simulations like these are needed to make sure there are no knock-on effects of adding or changing such a complex system in ways it was never intended to be changed. Researchers in Europe like the ones developing LEGOS are ahead of the curve, as smart grid technology continues to filter in to all areas of the modern electrical infrastructure. It could also find uses for modeling power grids in areas where changes to the grid can happen rapidly as a result of natural disasters.

Anti-Gravity, Time Travel, And Teleportation: Dr. Hamming Gives Advice

You may not know the name [Richard Hamming], but you definitely use some of his work. While working for Bell Labs, he developed Hamming codes — the parent of a class of codes that detect, and sometimes correct, errors in everything from error-correcting memory to hard drives. He also worked on the Manhattan Project and was a lecturer at the Naval Postgraduate school.

Turns out [Hamming] has an entire class from the 1990s on YouTube and if you are interested in coding theory or several other topics, you could do worse than watch some of them. However, those videos aren’t what attracted me to the lectures. As the last lecture of his course, [Hamming] used to give a talk called “You and Your Research” and you can see one of the times he delivered it in the video below. You might think that it won’t apply to you because you aren’t a professional academic or researcher, but don’t be too quick to judge.

Turns out, [Hamming’s] advice — even by his own admission — is pretty general purpose for your career or even your life. His premise: As far as we know, you have one life to live, so why shouldn’t it be a worthwhile one by your definition of worthwhile.

Along the way, he has an odd combination of personal philosophy, advice for approaching technical problems, and survival skills for working with others. If you are in the field, you’ll probably recognize at least some of the names he drops and you’ll find some of this technical advice useful. But even if you aren’t, you’ll come away with something. Some of it seems like common sense, but it is different, somehow, to hear it spoken out loud. For example:

If you don’t work on important problems, it’s not likely that you’ll do important work.

One piece of technical advice? Don’t waste time working on problems you have no way to attack. He points out that anti-gravity, time travel, and teleportation would be very lucrative. But why work on them when there appears to be no way to even remotely accomplish them today. Well, at least when he said that. There has been a little progress on a form of teleportation, but that wasn’t what he was talking about anyway.

While not a hack in the traditional sense, examining your life, career, and technical research to improve your own effectiveness is something to take seriously. We were hoping he would throw in a joke about error-correcting your career, but unless we blinked, no such luck.

Hamming’s work on block codes was followed about ten years later by the Reed-Solomon code which is found nearly everywhere now. Hamming is also associated with the term “hamming distance,” something we talked about when discussing Gray code.

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All The Good VR Ideas Were Dreamt Up In The 60s

Virtual reality has seen enormous progress in the past few years. Given its recent surges in development, it may come as a bit of a surprise to learn that the ideas underpinning what we now call VR were laid way back in the 60s. Not all of the imagined possibilities have come to pass, but we’ve learned plenty about what is (and isn’t) important for a compelling VR experience, and gained insights as to what might happen next.

If virtual reality’s best ideas came from the 60s, what were they, and how did they turn out?

Interaction and Simulation

First, I want to briefly cover two important precursors to what we think of as VR: interaction and simulation. Prior to the 1960s, state of the art examples for both were the Link Trainer and Sensorama.

The Link Trainer was an early kind of flight simulator, and its goal was to deliver realistic instrumentation and force feedback on aircraft flight controls. This allowed a student to safely gain an understanding of different flying conditions, despite not actually experiencing them. The Link Trainer did not simulate any other part of the flying experience, but its success showed how feedback and interactivity — even if artificial and limited in nature — could allow a person to gain a “feel” for forces that were not actually present.

Sensorama was a specialized pod that played short films in stereoscopic 3D while synchronized to fans, odor emitters, a motorized chair, and stereo sound. It was a serious effort at engaging a user’s senses in a way intended to simulate an environment. But being a pre-recorded experience, it was passive in nature, with no interactive elements.

Combining interaction with simulation effectively had to wait until the 60s, when the digital revolution and computers provided the right tools.

The Ultimate Display

In 1965 Ivan Sutherland, a computer scientist, authored an essay entitled The Ultimate Display (PDF) in which he laid out ideas far beyond what was possible with the technology of the time. One might expect The Ultimate Display to be a long document. It is not. It is barely two pages, and most of the first page is musings on burgeoning interactive computer input methods of the 60s.

The second part is where it gets interesting, as Sutherland shares the future he sees for computer-controlled output devices and describes an ideal “kinesthetic display” that served as many senses as possible. Sutherland saw the potential for computers to simulate ideas and output not just visual information, but to produce meaningful sound and touch output as well, all while accepting and incorporating a user’s input in a self-modifying feedback loop. This was forward-thinking stuff; recall that when this document was written, computers weren’t even generating meaningful sounds of any real complexity, let alone visual displays capable of arbitrary content. Continue reading “All The Good VR Ideas Were Dreamt Up In The 60s”

How Researchers Used Salt To Give Masks An Edge Against Pathogens

Masks are proven tools against airborne diseases, but pathogens — like the COVID-19 virus — can collect in a mask and survive which complicates handling and disposal. [Ilaria Rubino], a researcher at the University of Alberta, recently received an award for her work showing how treating a mask’s main filtration layer with a solution of mostly salt and water (plus a surfactant to help the wetting process) can help a mask inactivate pathogens on contact, thereby making masks potentially re-usable. Such masks are usually intended as single-use, and in clinical settings used masks are handled and disposed of as biohazard waste, because they can contain active pathogens. This salt treatment gives a mask a kind of self-cleaning ability.

Analysis showing homogenous salt coating (red and green) on the surface of fibers. NaCl is shown here, but other salts work as well.

How exactly does salt help? The very fine salt coating deposited on the fibers of a mask’s filtration layer first dissolves on contact with airborne pathogens, then undergoes evaporation-induced recrystallization. Pathogens caught in the filter are therefore exposed to an increasingly-high concentration saline solution and are then physically damaged. There is a bit of a trick to getting the salt deposited evenly on the polypropylene filter fibers, since the synthetic fibers are naturally hydrophobic, but a wetting process takes care of that.

The salt coating on the fibers is very fine, doesn’t affect breathability of the mask, and has been shown to be effective even in harsh environments. The research paper states that “salt coatings retained the pathogen inactivation capability at harsh environmental conditions (37 °C and a relative humidity of 70%, 80% and 90%).”

Again, the salt treatment doesn’t affect the mask’s ability to filter pathogens, but it does inactivate trapped pathogens, giving masks a kind of self-cleaning ability. Interested in the nuts and bolts of how researchers created the salt-treated filters? The Methods section of the paper linked at the head of this post (as well as the Methods section in this earlier paper on the same topic) has all the ingredients, part numbers, and measurements. While you’re at it, maybe brush up on commercially-available masks and what’s inside them.

MOSAiC Project Freezes A Boat In The Arctic Ice Pack For Science

Just over a fortnight ago, RV Polarstern, a German research vessel, sailed back into port, heralding the end of the largest Arctic research project ever undertaken. The MOSAiC expedition, short for Multidisciplinary drifting Observatory for the Study of Arctic Climate, spent a full year running experiments to measure conditions at the North Pole, and research how the unique Arctic climate is being affected by human activity.

Unprecedented In Size And Scope

The operation was regularly resupplied by visits from other icebreakers, bringing equipment, food, and fresh personnel. Alfred-Wegener-Institut / Jan Rohde (CC-BY 4.0)

With a budget exceeding €140 million, and with over 300 scientists attached to the project, the expedition aimed to study a full year-long ice cycle in the Arctic region. To achieve this, the research vessel of the project, RV Polarstern, was navigated into an ice floe, and allowed to freeze in and drift with the ice pack. As the seasons progressed, the vessel drifted with the sea ice across the polar region. Along the way, a series of rotating research teams set up equipment on the ice and took regular measurements, investigating several scientific focus areas. Different groups observed atmospheric conditions and the sea ice itself, with researchers also focusing on biogeochemistry, the ocean, and the ecosystems in the area.

Icebreakers were used to transport goods and personnel to the RV Polarstern over the duration of the mission. The project faced issues in spring, as a pre-planned changeover executed by aircraft had to be abandoned due to restrictions brought about by the COVID-19 pandemic. Instead, this was also executed by ship, with the Polarstern temporarily leaving the ice to rendezvous with RV Sonne and RV Maria S. Merian for the changeover of approximately 100 crew and to pick up provisions. The detour took three weeks, but didn’t have any major negative impacts on the mission. Continue reading “MOSAiC Project Freezes A Boat In The Arctic Ice Pack For Science”

Complex Wood Joints, Thanks To New Software’s Interactive Features

Artfully-crafted wooden joints that fit together like puzzle pieces and need neither glue nor nails is fascinating stuff, but to call the process of designing and manufacturing them by hand “time-consuming” would be an understatement. To change that, a research team from the University of Tokyo presented Tsugite, a software system for interactively designing and fabricating complex wooden joints. It’s named after the Japanese word for joinery, and aims to make the design and manufacture of glue and fastener-free joints much easier than it otherwise would be.

Three-way joint that requires no glue or fasteners.

It looks like the software is so far only a research project and not something that can be downloaded The software is available on GitHub and the approach it takes is interesting. This downloadable PDF explains how the software deals with the problem of how to make such a task interactive and practical.

The clever bit is that the software not only provides design assistance for the joints themselves in a WYSIWYG (what you see is what you get) interface, but also generates real-time feedback based on using a three-axis CNC tool as the manufacturing method. This means that the system understands the constraints that come from the fabrication method, and incorporates that into design feedback.

The two main limitations of using a three-axis CNC are that the cutting tool can only approach the material from above, and that standard milling bits cannot create sharp inner corners; they will have a rounded fillet the same radius as the cutting bit. Design can be done manually, or by selecting joints from a pre-defined gallery. Once the design is complete, the system generates the toolpaths for manufacture.

Currently, Tsugite is limited to single joints meant for frame structures, but there’s no reason it couldn’t expand beyond that scope. A video to accompany the paper is embedded below, it’s short and concise and shows the software in action, so be sure to give it a look.

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Breaking Smartphone NFC Firmware: The Gory Details

Near-field Communication (NFC) has been around a while and is used for example in access control, small data exchange, and of course in mobile payment systems. With such sensitive application areas, security is naturally a crucial element of the protocol, and therefore any lower-level access is usually heavily restricted and guarded.

This hardware is especially well-guarded in phones, and rooting your Android device won’t be of much help here. Well, that was of course only until [Christopher Wade] took a deep look into that subject, which he presented in his NFC firmware hacking talk at for this year’s DEF CON.

But before you cry out “duplicate!” in the comments now, [Jonathan Bennett] has indeed mentioned the talk in a recent This Week In Security article, but [Christopher] has since written up the content of his talk in a blog post that we thought deserves some additional attention.

To recap: [Christopher] took a rooted Samsung S6 and searched for vulnerabilities in the NFC chip’s safe firmware update process, in hopes to run a custom firmware image on it. Obviously, this wouldn’t be worth mentioning twice if he hadn’t succeeded, and he goes at serious length into describing how he got there. Picking a brain like his by reading up on the process he went through — from reverse engineering the firmware to actually exploiting a weakness that let him run his own code — is always fascinating and downright fun. And if you’re someone who prefers the code to do the talking, the exploits are on GitHub.

Naturally, [Christopher] disclosed his findings to Samsung, but the exploited vulnerability — and therefore the ability to reproduce this — has of course been out there for a long time already. Sure, you can use a Proxmark device to attack NFC, or the hardware we saw a few DEF CONs back, but a regular-looking phone will certainly raise a lot less suspicion at the checkout counter, and might open whole new possibilities for penetration testers. But then again, sometimes a regular app will be enough, as we’ve seen in this NFC vending machine hack.

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