Saturday, June 7, 2008

50 Years of NASA’s Home Movies


ABOUT midway through “When We Left Earth,” a sweeping new video history of the American space program, the former NASA flight director Eugene F. Kranz looks into the camera with an intensity that is almost frightening.
“The power of space was to raise our aspirations to those things that are possible,” he says, “if we will commit.”
He punches each of those last four words, so it comes out “If. We. Will. Commit!”
Those four words lay out the underlying argument of the six hours of a NASA documentary that goes far beyond recounting history, and which begins on Sunday at 9 p.m., Eastern and Pacific times, on the Discovery Channel.
Mr. Kranz is not just making a statement. He’s asking a question — will we commit? — and issuing a challenge: Well?
Mr. Kranz, who was the famous flight director on the nearly tragic Apollo 13 mission — Ed Harris played him in the 1995 movie “Apollo 13” — has still got the flattop. He’s still wearing a flashy vest, just like the ones he wore for missions stretching from the initial Mercury program to today’s space shuttle. But he’s decades older than that kid in the pictures from the early days.
So is the space program.
The future is 50 years old.
Last October marked a half-century since the Soviet Union launched Sputnik, the be-beeping, silvery ball that transformed science fiction to science fact. The next year the United States government pooled aerospace research resources under a new agency: the National Aeronautics and Space Administration.
So NASA has reached the half-century mark, and the Discovery Channel has set out to tell the tale. This, however, is not just another recap of the parts everybody knows: the hell-for-leather attempt to catch up with the Soviets’ first satellite and then chasing their countryman into space in 1961; President John F. Kennedy’s stunning pledge, just a few weeks after Alan Shepard’s flight, that “before this decade is out” America would put a man on the Moon; Neil Armstrong’s “one small step for a man,” and the famous flags and footprints and lunar buggies and rocks.
Mr. Shepard and Mr. Armstrong get their due, of course, but so does the long-ignored Gemini program — the essential middle step between the original Mercury flights and the Apollo missions that laid so much of the groundwork for reaching the Moon. And there is Skylab, the first American space station and the subject of an audacious rescue effort after damage during ascent threatened to render it useless.
And the series devotes hours to the current space program. Two episodes focus on the space shuttle, NASA’s attempt to make space travel routine, which for many people made it dull.
Kathryn Sullivan, a former astronaut who flew three shuttle missions, including the one that launched the Hubble Space Telescope, and who appears in the film, applauded the broader focus of the series in a telephone interview this week. She suggested that the breadth might be a function of the big, round anniversary itself. Maybe, she said, “given that your target and your assignment is 50, you found yourself discovering that the program didn’t end in ’73; you found meaning and purpose and significance to events that occurred in ‘spaceflight as Southwest Airlines.’ ”
Like many gadget-happy Americans, NASA took lots and lots of home movies. For this series it threw open the doors of its film and video archives, which have been transferred to stunning high-definition format.
The resulting episodes have the vividness of a dream: here are images many of us have seen all of our lives, but instead of showing up in grainy black and white or in still photographs in magazines, there is vivid color and motion showing moments like the first American space walk by the astronaut Ed White.
“This is utterly not just seeing it again,” Ms. Sullivan said.
The NASA videographers didn’t just focus on the hero shots. There are the Ban-Lon shirts and the ashtrays in mission control, and the tense, pensive faces of people waiting to find out if it’s a bad day. As mission controllers wait to hear if the crew of Apollo 13 has survived the fiery entry through the Earth’s atmosphere, the camera focuses on a pair of hands, with the fingers working a telephone cord as if it were a rosary.
The quality of the video and the very human touches “took our breath away” said Dan Parry, the head of research on the project, in an interview last week. “They’re not always wearing silver suits. Sometimes they’re hanging out on the beach,” he said. “It turns out that astronauts are people after all.”
Bill Howard, the executive producer on the series, said in an interview that the hundreds of hours of archival footage turned out to be “what amounts to dailies from an action movie shoot.” The series shapes a narrative around then-and-now intercutting of old footage of astronauts and mission managers, with voice-over narration by the actor Gary Sinise, who played the astronaut Ken Mattingly in “Apollo 13,” that stitches things together.
Mr. Armstrong, in a rare interview for the series, describes his descent to the lunar surface as his fuel supply dwindled. And there is an ebullient Alan Bean, who went to the moon on the second flight, and who says, “When you’re an astronaut, you buy into a lot of risk,” and “If you can’t buy into it, don’t be an astronaut.”
John Young, the astronaut whose career spanned the Gemini, Apollo and shuttle programs, is chilling in a scene that leads up to the loss of the shuttle Columbia. The ship and its crew were doomed by a chunk of lightweight insulating foam that punched a hole in a wing during ascent, which allowed superheated gases into that wing during re-entry. “They told me you could hit the wing leading edge with a baseball bat, and you wouldn’t hurt it,” he said. “They weren’t exactly telling me the truth,” he deadpans, and then allows a chuckle and an infinitesimal quantum of smile.
Will the series find an audience? Mr. Howard said a generation gap was the biggest challenge. “One of the things we knew from the beginning of this: anyone under 40 doesn’t know” much about the Moon landings. “Anyone over 40 knows it like the back of their hand because they lived through it.”
Along with the drama of the Discovery programs and the overwrought musical score and the sometimes-portentous narration by Mr. Sinise is, always, the message of the series: Human space exploration is worthwhile, even necessary. While critics of the manned space program argue that robots outstrip the abilities of humans for less cost and risk, the film puts forward Edward Weiler, the former chief scientist on the Hubble Space Telescope program.
The telescope was famously flawed upon its initial deployment and had to be repaired in orbit through a bold shuttle mission that involved five spacewalks of unprecedented complexity. “I can say unequivocally that if it wasn’t for the human space program, Hubble would be a piece of orbiting space junk,” he says.
NASA is now in the process of winding down the shuttle program; no flights are scheduled after 2010. What comes next, a new generation of spacecraft known as Constellation, will not be flying until 2015 at best. In the middle is a gap that will be filled by buying seats to the space station aboard the Russian Soyuz capsules. That period to come will test the nation’s commitment to spending the billions of dollars it takes to send humans into space and keep them safe from start to finish. It will test the notion that we need to send people into space at all.
These are topics worthy of a spirited national debate. And the Discovery Channel has put the argument on the table.
To paraphrase Mr. Kranz: Well?

Ninjas, Legos a good summer start for gamers


SAN FRANCISCO (Reuters) - The start of summer is often bittersweet for gamers: there is lots of free time to play, but typically few new releases to fill the long days.
Things are different this year, though, with a strong slate of highly anticipated games over the next few weeks pointing to a possible shift in the industry's dynamics.
"The industry is maturing and it's just becoming less seasonal because of that," said Todd Greenwald, an analyst with Signal Hill Capital. "The games are what drive sales, not so much the economy or seasonality."
June is kicking off with a pair of big titles that couldn't be more different: "Lego Indiana Jones" and "Ninja Gaiden 2".
The toy brick version of everyone's favorite whip-cracking archaeologist is patterned after the hit "Lego Star Wars" games from LucasArts. Players guide Indy and other characters through key scenes from the first three movies playfully recreated out of virtual Lego pieces.
"The game is very much a nostalgia-fest, people can relive the glory of the past Indy movies," said Garnett Lee, executive previews editor at 1UP Network.
The game's slapstick humor, clever puzzles and ability for two people to work through the game together should make it appealing for families.
That's not the case for "Ninja Gaiden 2", a sequel to Tecmo Ltd's blood-spurting action game.
"Ninja Gaiden 2" is not for gaming novices since it retains the punishing difficulty of its predecessor. It is also not for the faint of heart, as players hack through hordes of enemies.
Review site GameSpy called it "a beautiful game, a violent canvas awash in streaming gouts of bloody red and slimy greens." The game is only for Microsoft's Xbox 360.
Next week sees another sequel to a beloved franchise as "Metal Gear Solid 4" hits store shelves in one of the most highly anticipated releases for Sony's PlayStation 3.
Sony is counting on the game, from Japan's Konami, to boost sales of the PS3, which has lagged the Xbox 360 and Nintendo's Wii.
"Metal Gear Solid 4" wraps up the adventures of the series' hero, Solid Snake, and sports its famous "stealth-action" gameplay that has players act covertly to achieve objectives rather than just gun down waves of enemies.
"It's a war zone, so there is shooting as side A fights side B, but there's a lot of freedom so you can take advantage of being in a war zone and find various ways to play," creator Hideo Kojima told Reuters in a recent interview.
Electronic Arts is rolling out two titles in June. "Battlefield: Bad Company" is the latest attempt to bring its popular PC military shooting series to consoles. "Spore Creature Creator" gives gamers a taste of the upcoming game from "Sims" creator Will Wright that lets players turn microbes into a galaxy-spanning civilization.
Music fans can look forward to not one but two "Guitar Hero" games.
"Guitar Hero: On Tour", for the Nintendo DS, is Activision's first crack at bringing its wildly popular series to a hand-held game device.
Would-be rockers can play 25 songs from Nirvana, ZZ Top and other groups by hitting buttons on an accessory that plugs into the DS while brushing a pick across the touch screen.
For home consoles, "Guitar Hero: Aerosmith" features dozens of the band's hits, including "Sweet Emotion" and "Walk This Way", and will be sort of an interactive retrospective for the best-selling U.S. rock act.
"Having seen the song selection on there, it's going to be a popular game. It hits in the wheelhouse of the whole 'air-guitar-I'm-going-to-be-a-rock star' phenomenon," Lee said.

Google's experimental Gmail toys


Gmail Labs has launched 13 settings for users to play around with and tell engineers directly what they think of them.
The new developments, which are only available in the UK and the US, show up as a red tab at the top of the page.
Gmail product manager Keith Coleman says: "This marks a big change in the way the company does product development."
Generally speaking products are tested internally on Google staff for weeks if not for months and then refined before being released to the public.
Never before has the firm opened up the testing process and brought in outsiders on such a large scale. Smaller scaled usability tests have been done with invited visitors.
Mr Coleman says: "We want to take the next step and let Gmail users help us do that refinement."
Old Snakey
The new settings include things like 'Pictures in Chat' which puts portraits in chat sessions, 'Superstars' which lets you put different icons on mail, 'Old Snakey' lets you play the classic game in Gmail, and 'Email Addict' forces you to take a screen break by locking you out of the Gmail for 15 minutes.
Mr Coleman says the features are "Really rough and have gone through no filtering in terms of product analysis or design analysis. They have just gone through a general code review process to make sure they are safe to run."
"They have also gone through less testing than a typical feature would. But what this is is a way to take our ideas and get them out to the public."
After testing, users will get the chance to directly tell the developers what they think of them. The most popular are likely to become a regular part of the Gmail product.
20% time
The service was unveiled to a small group of journalists, including the BBC, who had been invited in to Building 47 at the Googleplex for a rare view of the team at work
Normally such spaces are off-limits to people outside of the company.
As well as being shown the new service ahead of release, we were also walked through the offices where engineers take 20% of their time to come up with ideas and work on them. The 20% time is part of Google's core ethos.
"The idea behind Labs is that any engineer can go to lunch, come up with a cool idea, code it up, and ship it as a Labs feature to tens of millions of users," explains Mr Coleman.
Staff write suggestions on a white board to keep track of everything being played around with and who is working on what.
Another display shows how many bugs an upcoming application needs to get fixed and which engineer is working on it.
Spam Tsar
The whole workspace is divided into areas covering various aspects of Gmail from the calendar to documents and from the reader to spam.
The guys fighting to keep spam out of the Gmail inbox are tucked away in a dark corner of the office. Brad Taylor is known as the 'Spam Tsar', a title he quite enjoys.
He has been working on Gmail since its public launch back in 2004 and says he has seen a real growth in the amount of unsolicited email flooding into the system.
"Originally when we launched 25% of email was spam. We caught a lot of that. Over time its grown and grown and currently around 75% of all email is spam and so our job has got a lot hader."
Top secret
In the heart of this open space is the so called 'war room'.
Here around a half a dozen engineers are huddled into a cramped office to work on top secret projects. Everyone there was tight lipped about what the next big thing coming out of the room would be but helpfully quipped that it was a new colour.
Todd Jackson, another Gmail product manager, was more serious when he said that what goes on here is kept under wraps and that the engineers don't come out until they have either solved a particular problem or fully developed a new feature.
Situated next to the office cafe is the Usability Lab where Gmail invites small groups of six to eight people to test new applications to see how they will fare with the general public.
Nika Smith, who helps run the Lab, says instead of having a two-way mirror to watch participants and how they interact with a product, they are a little more high tech.
"We have this little hidden camera next to some flowers and one in the corner of the room. We just want to know how they use Gmail and see from the users perspective what their experience is like."
"Then we just watch how they interact with the product and work out what improvements are needed."
A-Team
Perhaps one of the coolest areas in the Gmail Lab is the site reliability room, which is just past a sign that says "Hippies Use Backdoor
Decked out with a slew of monitors and computers, there is also a selection of intoxicating drinks, a drum kit and a couple of guitars. On the wall hangs a whiteboard with a wish-list of things like "surround sound, a Wii Fit machine and a bigger TV".
Mr Coleman says even though the place was empty during our tour, everyone is on a pager and gets an alert when something goes amiss with the site.
The overall Lab space is like any other nondescript office, albeit with a few fun quirks here and there such as naming every printer and copier after TV shows of the 80's like The A-Team and All in the Family.
And one of the ways the Gmail Labs fosters a family atmosphere is by simply relaxing in the sunshine every so often with a barbeque, a regular occurrence here at Building 47 and the rest of the Google empire.

Thursday, June 5, 2008

Comcast Tests User Throttling


Publicly pummeled over slowing BitTorrent traffic, the cable giant turns to blacklisting heavy users.
Comcast is testing a new method of managing network traffic that would target heavy users instead of the applications favored by bandwidth hogs. Comcast claims only a handful of users are clogging its broadband network and slowing it down for the vast majority of users.
In testing beginning in three markets June 6, Comcast plans to compile a blacklist of its heaviest users who may find their Internet speeds slowed during peak network hours, regardless of the software used to download files. Comcast insists most users will not be affected by the approach.
"When we roll this out nationally by the end of the year, all those types of questions will be answered," Comcast spokesman Charlie Douglas told The New York Times. "We are trying to figure out what do customers want, what techniques need to be in place to create the best user experience."
Comcast's first response to the problem was to throttle P2P applications such as BitTorrent during peak network hours. That approach, however, led to complaints, a lawsuit and a FCC (Federal Communications Commission) investigation that throttling is a violation of the FCC's network neutrality principles that prohibit the arbitrary blocking of applications.
The cable giant's subsequent public pummeling forced Comcast to come to an accord with BitTorrent and a promise to seek a more agnostic approach to network traffic management. The new testing is Comcast's first attempt to change its approach.
To Tier or Throttle
Comcast's solution is in sharp contrast with Time Warner Cable, which faces the same overburdened network problems. Time Warner is testing tiered service with monthly allowances for downloading and uploading files. Users exceeding their monthly allowance will pay $1 per gigabyte.
TW's tiers will begin at $30 a month for 768 kilobits per second service with a 5-gigabyte cap. The top tier goes for $55 a month for 15 megabits per second and a 40-gigabyte cap.
While the FCC has not completed its investigation of Comcast, Chairman Kevin Martin left little doubt of the ultimate outcome in testimony April 22 before the Senate Commerce Committee. Martin told lawmakers it appears Comcast broadband customers are not free to access all content on the Internet, including the ability to fully use peer-to-peer networks.
Comcast's technology, Martin added, "blocks the uploads of at least a large portion of subscribers in that part of the network, regardless of the actual levels of congestion at that particular time."
Since the beginning of the controversy, Comcast has admitted throttling BitTorrent traffic but insisted its policy falls within the FCC's rules for reasonable network management practices. Comcast also said the practice was "imperceptible to the customer," a notion disputed by Martin.
"It does not appear that this technique [throttling] was used only to occasionally delay traffic at particular nodes suffering from network congestion at that time," Martin said in his testimony.
According to Martin, the testimony so far presented to the FCC indicates Comcast's efforts at managing P2P traffic "is typically deployed over a wider geographic or system area and would therefore have impacted nodes within a system simultaneously."