dimanche 31 juillet 2016

When the Internet Came to Everest

It was morning on May 10. I was in a teahouse in Dingboche, a remote Nepalese village about a two-day trek from the Mt. Everest base camp, sipping instant coffee, watching the sun rise from behind snow-crested Himalayan peaks, and trawling my Facebook feed using the Everest Link Wi-Fi network.

My guide Bishnu checked the day’s weather forecast on his smartphone. Although there wasn’t a cloud in the sky, he told me there was snow expected later in the afternoon. I was skeptical, but he said it would be best to leave sooner rather than later.

Our next destination wasn’t connected to Everest Link, Bishnu warned me, as we stuffed our gear into our backpacks. I shot off a couple of messages to friends on Whatsapp letting them know I’d be incommunicado for few days, and switched off my phone. The next time I powered it on would be in base camp, standing in the shadow of the world’s highest peak.

***

In the predawn darkness of May 10, 1996, a group of 36 climbers set out from Camp IV, the last major camp before the summit of Mt. Everest. The members of these expedition teams were in the hands of two of the most capable and accomplished mountaineers in the world, Rob Hall and Scott Fischer.

By the end of the day, most of the members of the Hall and Fischer teams had stood on top of the world. But on their way back down the mountain, they were blindsided by a blizzard. By the time the storm was over, eight members of the expedition were missing or declared dead, including Hall and Fischer. It was the deadliest day in the mountain’s history up to that point.

Scott Fischer’s memorial in a graveyard dedicated to climbers claimed by Everest. Photo: Daniel Oberhaus

Exactly 20 years later, Bishnu and I crested a ridge and walked into a clearing strewn with rock monuments and Tibetan prayer flags—a memorial to the hundreds of mountaineers claimed by Everest. While we rested, a group of trekkers came over the ridge, their necks laden with bulky DSLR cameras. They snapped selfies with their iPhones and wondered aloud which Instagram filters would best capture the mood of the place.

I began to reflexively bemoan our unwillingness to disconnect. That we couldn’t leave the digital world even in one of the most remote regions on the planet felt suffocating, and somehow made the Himalayan graveyard I was sitting in feel less real. But as a gentle snow began to fall—just as Bishnu’s app had predicted—I couldn’t help but wonder if Fischer and his colleagues had access to today’s tech in 1996, would they have survived?

ANALOG EVEREST

In 1953, Edmund Hillary and Tenzing Norgay became the first people to summit Mt. Everest.

At the time and for decades after, communication was understandably unsophisticated. Nepali runners physically delivered messages between the Himalayas and the Nepali capital of Kathmandu, a journey of over 40 miles in rugged terrain. It wasn’t unusual to wait two weeks for a reply.

On the mountain itself, expeditions used radios to communicate. Hillary’s team was using a five-pound radio unit, a hefty weight for climbers used to carrying 20 to 30 pounds on their backs. These days radio is still the primary method of communication for climbers, although now the units are small enough to fit in their pocket and still withstand the extreme weather conditions on the mountain.

“I don't think technology changed mountaineering at all up to 1996 because we didn't have any.”

In the mid-90s, mobile satellite phones truly connected mountaineers on Everest to the outside world for the first time. If you’re at all familiar with what satellite phones looked like in the early 90s, describing them as “mobile” is at best a humorous euphemism. A good example is the Inmarsat Mini-M, which was a revolution in satellite phone technology when it was released in the early 90s and was still about the size of a large laptop.

Mike Trueman, a professional climber from the UK, remembers Everest’s analog days. He began his mountaineering career in the British army in the late 60s, and eventually began training his comrades in the skills necessary to survive in some of the most treacherous mountains in the world. He honed these mountaineering skills by spending 20 years working in the Himalayas as an officer in the Gurkha, the Nepali unit of the British army whose motto is “Better to die than be a coward,” and now runs a youth expedition company out of the UK.

Although he had spent decades working and climbing in the shadow of Everest, Trueman didn’t make his first attempt on the mountain until the spring of 1996. On May 10, just nine days after his 44th birthday, he was relaxing at base camp when news arrived via radio that Rob Hall and Scott Fischer’s teams had encountered serious trouble coming down the mountain. Even though Trueman was at base camp as a private climber, he was asked to put his army experience to use by coordinating rescue efforts from Camp II, the second of four rest camps that dot the route to Everest’s summit.

A porter leaves Everest base camp. Photo: Daniel Oberhaus

Trueman’s expertise proved to be instrumental in rescuing the survivors of the Hall and Fischer expeditions, and he was lucky to have satellite phones, as bulky as they were.

“In '96 satellite phones were in their infancy on climbing expeditions,” Trueman said. “At least 50 percent of the major teams on Everest were using satellite phones for the first time that year. Scott Fischer and Rob Hall’s teams had incredibly good communications for the time­—the best on the mountain—and this enabled us to talk to everyone on Everest during the rescue.”

According to Trueman, 1996 was a strange year for Everest not only because of the Hall and Fischer tragedy, but also because it was the first time that the influence of digital technology on the mountain could be felt. For Trueman, the reason for this is obvious: “I don't think technology changed mountaineering at all up to 1996 because we didn't have any.”

The satellite phone meant climbers could get weather forecasts for the mountain for the first time. But even this seemingly-revolutionary advance was limited by the state of science.

“The weather reports were so inaccurate that we often joked they were sending us weather reports for another mountain,” Trueman said. “Although getting weather reports straight into base camp was a new thing in mountaineering, it was slightly irrelevant because nobody was really placing much faith on those reports.”

In many ways, having access to faulty weather reports was more dangerous than having no weather reports at all. It could lend a false sense of security to expedition teams who might’ve otherwise been more conservative in the risks they’d take, or cause them to dismiss weather reports entirely based on historical inaccuracy.

In this respect, the Hall and Fischer expeditions are an instructive example. They had been given a weather report that predicted a major storm developing on May 8 and peaking in intensity on May 11. Seeing a break in the weather, they opted to take advantage and push to the summit, only to descend into the storm as it reached its full force.

Within the last ten years, the mountain has seen the arrival of cell phone service and Wi-Fi. Meteorology has improved a lot since then, too. Helicopters are now capable of landing on the peak, oxygen systems have gotten so efficient even octogenarians can summit the mountain, and GPS devices will broadcast your location in real time on social media.

The effects of these technological innovations have been far-reaching, but ambiguous. They have saved countless lives, but they’ve also made the mountain so accessible that there have been deadly traffic jams at the summit.

One thing, however, is certain: Everest has gone high-tech, and there’s no turning back.

E-VEREST

The Everest Link Wi-Fi network I was using to browse Facebook in Dingboche is supported by a Nepali company of the same name, formed by IT entrepreneur Tsering Gylatsen in 2012.

The roots of Gylatsen’s “extreme internet” company go back to 2001, when he and a group of young Nepali entrepreneurs formed an internet service provider called Namche Technical Support with the goal of finally bringing the internet to the Everest region.

In 2003, they succeeded in their goal and launched the first “cyber café” at base camp—a 200 square foot tent populated with a handful of satellite-enabled laptops. Climbers could pay a bulk rate of $2,500 to access the internet for the duration of their expedition, or go with the piecemeal rate of $1/minute.

Image: Sarah MacReading/Motherboard

The café was short-lived, however. The Maoist insurgency that had been fueling a civil war in Nepal for over six years had already blown up the sole microwave tower connecting the region to the rest of the world in 2001. In 2004, Gylatsen said, the Maoists began targeting Namche Technical Support infrastructure and the company ceased its Everest operations.

In 2012, after Gylatsen and his colleagues saw enough tourists returning to the war-torn area, the company was reinstated as Everest Link. It spent two years raising funds and building, and in 2014, Everest Link succeeded in making wireless internet available all the way from Lukla, the village most Everest climbers fly into at the start of the climbing season, to Everest base camp. The network spans over 100 kilometers of mountainous terrain.

This remarkable feat of engineering was accomplished with a series of Wi-Fi hotspots connected to one another via repeating point-to-point microwave links, which are ultimately connected to the global internet through a backbone—a principle data route between two smaller networks—in northern India. The microwave repeaters that make Everest Link possible are mostly located on mountain peaks, and the entire network relies exclusively on solar power.

A sticker advertising an Everest Link hotspot on a teahouse at Gorak Shep, the jump-off point for Everest base camp. Photo: Daniel Oberhaus

Although Wi-Fi has only been available in the Khumbu region for a little over two years, the arrival of affordable internet on the mountain can be traced back to 2010, when a Nepali telecommunications company called NCell made the first-ever video call from base camp.

Voice coverage in the area had been available since the mid-2000s through Nepal Telecom, and the internet was also technically accessible through expensive satellite connections, but NCell upped the game.

By placing a 3G base station about 150 meters below base camp, NCell had brought voice and data coverage to locals in the Khumbu valley, those working at base camp, and the roughly 40,000 tourists who go trekking in the Everest region every year. Furthermore, it made cell phone coverage on Everest’s summit a technical possibility from the Nepali side of the mountain.


Although mountaineer Rod Baber made a widely-publicized cell phone call from the top of Everest as part of a Motorola-backed stunt in 2007, his call was routed through a Chinese mobile station that had been set up on the Tibetan side of Everest earlier that year. If you were operating on a phone on a Nepali cell carrier (and most Everest mountaineers climb on the Nepali side of the mountain, known as the South Col), you’d be unable to make use of China’s mobile station at the summit.

The arrival of NCell’s 3G “high speed" internet in one of the remotest regions on Earth was heralded as a near-miracle. Even magazines like Outside speculated that cell phones might come to replace satellite phones on Everest. But according to the climbers I spoke with at camp, the hype was a little overblown.

“I think we’re pretty far from being able to say that cell phones will replace satellite phones,” Alan Arnette, an accomplished mountaineer and prolific blogger on all things Everest, told Motherboard. “The cell phone service is great when it works, but last year and this year I had to wander all around base camp to find a reliable signal. I'm not talking about 3G, I'm talking about just a voice signal.”

Arnette first came to Everest in 2002, and although he bemoans the unreliability of cell coverage at base camp, he said it’s made communication on the mountain dramatically more affordable. Prior to the arrival of 3G on Everest, accessing the internet required a terminal capable of connecting to the Broadband Global Area Network (BGAN) satellite constellation and could cost up to $7/MB for data. The rates for satellite phone calls weren’t much better, averaging about $1/minute. By comparison, NCell offers calling over its network for just 2 cents/minute and data plans for as low as 1 cent/MB—if you can get a signal, that is.

Asian Trekking’s ad hoc wireless station which allows the company to connect to Everest Link; to the right are two satellite dishes providing the company with its own proprietary internet connection. Photo: Daniel Oberhaus

According to Tunisian climber Tahar Manai, who summited Everest for the first time this year, if you want a better 3G signal, all you need to do is climb to the top of the world’s highest mountain. This is because the summit has direct line of sight connection with stations on the ground, whereas base camp does not.

“I always carry my phone when I climb so I can listen to music,” Manai said. “When I got to the summit I started getting a ton of emails and notifications—you don’t even get that at base camp. Here I have no signal, but at the summit I had great reception.”

Compared to the 3G network and BGAN connections I tested, I found the Everest Link connection at base camp to be quite good, with a download speed of around 1.5Mbps. (The network can support up to 3Mbps, provided it is not being heavily used by others.) This was fast enough to browse the web without getting totally frustrated, call friends over Viber, and watch a YouTube video without too much buffering, but not fast enough for bandwidth-intensive apps like broadcasting on Facebook Live. The price for a connection was also admirable: For about $7, I was able to purchase a 100MB connection card at base camp. Most mountaineers, who spend about two months at base camp during a season, will buy their Everest data in bulk and pay around $50/GB.

Although I was impressed with the quality and reliability of the Wi-Fi available at base camp, the system isn’t immune to failure. After the 7.8-magnitude earthquake that killed over 8000 people in Nepal in 2015, both the Everest Link and NCell 3G services went down. Huawei and China Mobile, which had brought 4G LTE coverage to the Tibetan base camp in 2013, was also not an option to climbers since cell signals from Nepal were blocked from the Chinese mobile station by the tallest mountain in the world.

For climbers in the camp, the only way to connect with the outside world was via satellite phone or the expedition company Asian Trekking’s private connection. Jelle Veyt, a Belgian climber who was at base camp last year as a member of the Asian Trekking expedition, recalled how after the quake took out most of Nepal’s telecommunications infrastructure, he was still able to stay connected.

He failed to Snapchat from the top of the world when his phone froze up in the -30F weather just a few feet from the peak.

“Thanks to our solar panels and satellite connection, I was still able to Skype with my friends and family back home after the earthquake,” Veyt said. “Even though we were at base camp and everything was destroyed, we still had a better internet connection than almost anyone else in Nepal.”

As Arnette and Veyt both pointed out, the earthquake served as a reminder that despite the arrival of 3G and Wi-Fi at Everest, these technologies are not at the point where they’re ready to replace satellite-based tech.

“You really can't depend upon the internet as much as people advertise that you can,” Arnette said. “I always tell anybody going to Everest that if communication is important to you, you still need to bring a satellite phone.”

#EVEREST

On May 5, 2011, famed mountaineer Kenton Cool reached the Everest summit for the ninth time. To celebrate the occasion, he did what a lot of us do when we’ve done something we’re proud of: He tweeted about it.

“Everest summit no 9!” Cool tweeted. “1st tweet from the top of the world thanks to a weak 3G signal & awesome Samsung Galaxy S2 handset!”

The only thing about this historical moment was that Cool wasn’t actually the first to tweet from Everest’s summit. The honor really belongs to the polar explorer Eric Larsen, whose simple tweet (“Everest summit!”) predated Cool’s tweet by over six months, albeit via a satellite rather than cellular connection.

Five years after Cool’s first-but-not-actually-first tweet from the summit, social media use on Mt. Everest has become commonplace. This is largely due to innovations like the SatSleeve, a phone case with an antenna that endows any iPhone with satellite internet, as well as the improved internet connection supported by companies like Everest Link.

According to the climbers I spoke with, the proliferation of social media on Everest has a number of benefits: It not only allows climbers to share their experiences with family and friends in real time, but it also has created new opportunities for getting the sponsorships that many climbers depend on to make their summit bid a reality.

Tahar Manai (Tunisia) and Jelle Veyt (Belgium) talk with family and friends at base camp, two days after summiting Everest for the first time. Photo: Daniel Oberhaus

Yet for the younger generation of climbers—those who can’t remember life before the internet and had many of their formative experiences occur on sites like Myspace—one of the main thrills of mountaineering is the ability to disconnect from our media saturated world.

Jost Kobusch, a 23-year-old professional climber from Borgholzhausen, Germany, said he became interested in climbing at a young age because of the sense of adventure it promised.

“When I was young I saw these climbing magazines and thought that the last real adventures on Earth are these expeditions where you go up high mountains,” Kobusch told me. “These mountains were the places where nobody could reach you. That was real adventure. But it's really rare to have a real adventure today because you know you can make a phone call from anywhere.”

Social media allows climbers to share the details of an expedition with unprecedented intimacy—highly valuable content that sponsors are willing to pay for—but it also burdens climbers with high expectations in terms of the amount of media they're expected to produce during their climb. Sponsors can now expect anything from the occasional blog post to Snapchatting the entire climb.

The second was the case with Everest’s most recent social media phenomenon, #Everestnofilter. This expedition involved two world class climbers attempting to summit Everest without oxygen and Snapchatting their journey every step of the way. The expedition also demonstrated the huge demand for social content generated by climbers: #Everestnofilter was consistently trending on Twitter, as well as garnering “hundreds of thousands” of views each day on Snapchat, according to the team.

Two Sherpa check their email using a computer terminal at base camp. Photo: Daniel Oberhaus

Adrian Ballinger and Cory Richards, the two climbers making up the #Everestnofilter expedition, said they decided to chronicle their journey on Snapchat in order to give a raw, "unfiltered" look at what it’s like to climb the mountain—unlike most stories from Everest, which are carefully curated.

For most of us, sending a Snapchat is as simple as pushing a button. But for Ballinger and Richards, it involved lugging an extra 14 pounds of equipment up the mountain—a satellite internet dish, extra batteries, and solar powered panels that would allow them to access the internet during their ascent. Considering most climbers summit with less than 25 pounds of gear, this was a significant additional load.

The pair also used an app called Strava, which tracks athletes’ performance through physiological metrics and allows them to share their metrics with others. For many athletes there is a social and competitive aspect to using Strava, but for Ballinger and Richards, it allowed their performance to be monitored by doctors back in the United States who could analyze the data to determine when the pair should take a break.

This may seem like overkill, but Ballinger and Richards were hoping to add their names to the list of just over 60 climbers who managed to summit Everest without the aid of oxygen. Strava would help make sure they returned alive.

Up until summit day, it looked as though Ballinger and Richards were going to be successful in their oxygen-free summit bid—but as they approached the summit, Ballinger had to turn around when he started slurring his words as he succumbed to altitude sickness. Richards pressed on and was successful in his summit, although he failed to Snapchat from the top of the world when his phone froze up in the -30F weather just a few feet from the peak.

“Summit day was intense,” Richards said. “Adrian had to turn around, I was alone and only spent three minutes at the top. Priority number one was safety and getting back down as fast as possible.”

SAVED BY THE WEATHERMAN

Michael Fagin, who is based in Seattle and has never actually been to the Himalayas, is not your typical weatherman. When he’s not running Everest Weather (one of a handful of weather services in the world dedicated to the mountain), Fagin does meteorological forensics, helping determine whether the weather played a role in people’s deaths—and he does it all without a degree in meteorology.

Yet despite his lack of official qualifications, dozens of mountaineers contract with Fagin for his weather reports every season, largely relying on the accuracy of his forecasts for the success of their expedition—and ultimately, their safety. The reason for their choice is simple: Fagin knows his stuff.

Fagin, who worked in marketing until he was 50, was always fascinated by weather. When he began mountain climbing in the Cascades, he became hooked on the intricacies of mountain weather. Motivated by a need for better weather forecasts for his climbs, Fagin sat in on meteorology classes at the University of Washington and began ordering faxed copies of weather forecasts, spreading them out on his floor and studying them for hours in the evening.

In 2003, the 50th anniversary of Hillary and Tenzing’s summit, Fagin launched Everest Weather by sending his forecasts to a few expeditions for free. At the time, weather forecasts received by Everest mountaineers were only slightly better than the nearly baseless reports Trueman was receiving back in 1996—but Fagin’s turned out to be so accurate that the next year some of the expeditions returned and wanted to know if he would do it again. And so Everest Weather was born.

A member of the support crew for China’s Youku team monitors the expedition’s ascent up the mountain. Photo: Daniel Oberhaus

According to Fagin, meteorology has progressed rapidly in the last decade thanks to improved climate modeling derived from the vast amount of data and satellite images that are freely available online. Still, Everest remains a challenging meteorological subject for a number of reasons.

In the first place, there’s no base station providing weather from the summit, so forecasters are often left without a way to verify their predictions. Furthermore, Everest’s height means Fagin and other Everest forecasters must account for fluctuations in the highly variable jet stream, which dictates most of the mountain’s weather patterns and creates a microclimate around the mountain. As Fagin put it, “the mountain makes its own weather,” which can make forecasting based on macroscale weather patterns incredibly difficult.

Improved communication tools have bolstered the quality of Fagin’s forecasts however, allowing him to communicate via text or phone with teams as they make their ascent. The teams will verify Fagin’s forecast within a few hours of him sending it, giving him a leg up even over local Nepali forecasters in Kathmandu, who are often left without any way to verify the accuracy of their reports.

Fagin recalled an exchange he had with a climbing team this year as they made a bid for the summit while a storm was forming in the Bay of Bengal. The team had previously been getting inaccurate weather forecasts from another source, so they switched to Fagin on the recommendation of another climber.

“The cell phone service is great when it works, but last year and this year I had to wander all around base camp to find a reliable signal. I'm not talking about 3G, I'm talking about just a voice signal.”

“No change in the forecast that we just sent but wanted to alert you that the [Joint Typhoon Warning Center] has just upgraded the tropical disturbance in the Bay of Bengal to the formation of a ‘significant tropical cyclone is possible,’” Fagin wrote to the climbers. “That is a major upgrade.”

The storm continued to grow in intensity in the Bay while Fagin watched the winds pick up speed on his meteorological equipment, but he didn’t hear back from the climbers for another five days. Then early one morning he received a message from the team: They had reached the summit, but it was very cold and some in the team had frostbite. The wind had started to pick up around 3 AM, then peaked at noon—around 50-60 km/hour, the climbers estimated. It was exactly as Fagin had predicted.

“That’s why I change to you [for forecasts] next year,” one of the climbers wrote in reply.

EVACUATIONS

Better communications. More accurate weather forecasts. Ultralight clothing that prevents frostbite. Wildly-improved oxygen systems.

All these advances have drastically improved the survival rates on Everest, making the ascent safer and more comfortable for the mountaineers. However, it has also made the mountain accessible to far more climbers, many of whom lack serious mountaineering experience and try to make up for this deficit by leaning on technology.

Making the mountain accessible to so many people can lead to congestion at the peak, with several hundred people trying to summit on the handful of days each season when the weather is good enough.

This can mean that climbers spend several hours waiting their turn to summit, which is a problem when the waiting room is a region of the mountain known as the death zone—in 2012, four climbers died in a single day near the summit as a result of this overcrowding.

Furthermore, when shit hits the fan, these climbers lack the mountaineering skills to improvise.

Luckily for those climbers, rescue tech has also made some notable advancements in the last few years.

A helicopter lands at base camp to evacuate climbers with acute mountain sickness to Kathmandu. Photo: Daniel Oberhaus

On any given day at base camp, you’re liable to see half a dozen or more helicopters come roaring up the Khumbu valley, loop around the camp, and gently touch down on one of the two rocky helipads set up in the camp. For the most part, these choppers are carrying food and other basic supplies for Everest mountaineers, but increasingly they also play another critical role on the mountain: evacuating injured and sick climbers.

Thanks to steady design improvements made on the Eurocopter B3, the same helicopter model that made history by landing on Everest’s summit in 2005, it is now routine for climbers to be evacuated from base camp (which sits at around 17,500 feet), and rescues from Camps I and II (19,600 and 21,000 feet, respectively) are increasingly common. In 2013, the B3 model was given its ultimate test after Canadian climber Sudarshan Gautam became too exhausted to descend the mountain and collapsed at 23,000 feet. Using a long-line it was possible for the helicopter crew to rescue Gautam from where he fell. It was the highest rescue ever performed.

Still, helicopter rescues on Everest are incredibly technical and dangerous even at much lower altitudes. Since 1990 there have been over 40 helicopter and plane crashes in the Everest region which have claimed the lives of well over 300 pilots and climbers—like the other technologies, helicopter rescues can be a huge boon to climbers in hairy situations, but relying on them can come at a high price.

For the ill-fated expeditions led by Hall and Fischer in 1996, all of the deaths occurred at or above 26,000 feet. In a situation like this, improved helicopter tech would’ve been useless. All of the climbers who died in that freak storm perished as a result of falling or exposure to the elements, something which even today’s best climbing gear couldn’t have prevented. Their demise was fated days before their summit attempt, coded in inaccurate meteorological data. Yet other technological advancements available to climbers today, particularly improved weather forecasts, may very well have saved the lives of eight climbers on that tragic day in 1996 simply by keeping them off the summit.

THE FUTURE OF EVEREST IS HYPERREAL

Kobusch, the 23-year-old German climber, has a personal rule against posting on Facebook during a climb. When we spoke, he told me about how he had decided to break it on his most recent expedition to Annapurna and bought a SatSleeve for his phone. But when he got to the mountain, his technology failed him.

“I ended up not having internet for 48 days,” Kobusch said. “In the beginning I missed it a bit and I felt guilty that I couldn’t post anything for the people who were following the expedition. But on the other hand, I felt really far from civilization and that was quite a good feeling. When you take social media with you, you're looking at your experience through what you're posting. It's a more pure experience if you wait to post-process it in base camp.”

Sunrise over Everest. Photo: Daniel Oberhaus

In the hills below Lukla, the village where most climbers take a plane back to Nepal’s capital, life becomes increasingly technologically primitive. There’s no internet, cell coverage is dismal, and just having electricity is the exception rather than the rule.

As Bishnu and I waded through donkey shit up to our ankles in this subtropical forest region after five days at base camp, it was hard not to marvel at the fact that just a few dozen miles to the north there were Wi-Fi routers mounted on top of the same ladders used to span bottomless crevasses and mountaineers relating their summiting experiences to their family over Skype.

Standing in the forest, I was able to feel a bit of the thrill Kobusch felt by disconnecting. Yet for those of us who are only able to climb Everest vicariously through the posts of people like Kobusch, we needn’t worry about a shortage of Everest content as more climbers opt for an internet-free climb. Thanks to Icelandic virtual reality company Solfár, Everest will be coming to you later this year.

Using nearly 10,000 pictures of the Everest environment provided by the Icelandic animation company RVX, Everest VR has rendered the Everest climbing experience in unprecedented photorealistic detail. The designers of Everest were able to make this happen using a technique known as photogrammetry, which essentially uses supercomputers to recreate photos as 3D objects.

"When I got to the summit I started getting a ton of emails and notifications."

Users will be able to navigate five key moments experienced by mountaineers on the way to the summit, such as the puja offering at base camp (during which climbers and Sherpa ask Everest for her blessing on their climb), ladder walking in the Khumbu crevasses, and leaving Camp IV in the middle of the night to head for the summit. According to Kjartan Emilsson, one of Solfár’s co-founders, Everest VR is so true to life that it has managed to elicit goosebumps even from those who’ve summited IRL.

Part of the reason for this, Emilsson said, is that Everest VR provides an experience that you can’t even get on the actual mountain. When users summit Everest in virtual reality, they will be able to stand on the summit for as long as they’d like and watch the world change around them.

Stay on the summit long enough and you’ll be able to watch the sunset and see the moonlit Himalayan range—an experience most climbers (who are limited to just a few minutes at the top of the world due to lack of oxygen and extreme weather conditions) would never be able to have. Furthermore, explained Emilsson, climbers are usually exhausted and a little out of it from oxygen deprivation when they reach the top, so Everest VR will allow them to revisit the experience with a clear head.

In this sense, Everest VR is true to Emilsson and his co-founders’ self-proclaimed mission to put people in “impossible places.” By allowing users to experience Everest in a way that even most mountaineers will never be able to, Solfár has made the experience of summiting Everest more real than reality—in a word, hyperreal.

These are the two ends of the spectrum of Everest’s possible futures: a mountain rendered hyperreal by state-of-the-art technology, and a mountain whose ‘realness’ is increasingly experienced by the climbers who reject it.

When the Internet Came to Everest

The First Known Extinction Event May Have Been Caused by Early Animals

The term “mass extinction” conjures up apocalyptic visions of raging wildfires, erupting volcanoes, and asteroids locked on collision courses with the Earth.

This high-drama characterization fits some major extinction events, like the one that wiped out the non-avian dinosaurs 66 million years ago. But not all ecological die-offs are caused by large-scale natural disasters, according to a new study published in the journal Palaeogeography, Palaeoclimatology, Palaeoecology.

Led by Simon Darroch, a professor of earth and environmental studies at Vanderbilt University, the authors describe newly discovered fossils from Namibia that date back some 540 million years. These fossilized organisms lived in a time of ecological upheaval and transition; defined both by the rapid, spectacular diversification of complex animal life known as the Cambrian explosion, as well as the first major die-off in known evolutionary history, the end-Ediacaran extinction event.

For years, scientists have suspected that the sudden arrival of animals on the evolutionary scene may have edged out the previous complex lifeforms, called the Ediacaran biota.

These Ediacaran-era organisms were fantastically weird creatures, soft-bodied and typically immobile. Some were shaped like rippled fronds, some had tubular frames, and some were curiously disk-shaped. Because they appear to have had no hard skeletal features, Ediacaran biota are extremely rare in the fossil record. Even the few specimens that have been recovered are difficult to interpret and classify.

Dickinsonia costata, an Ediacaran organism of unknown affinity, with quilted appearance. Image: Verisimilis

One thing’s for certain, though: The Ediacaran biota appear to drop off the face of the planet when the earliest animals show up. These first “metazoans,” the taxonomical category animals fall under, were able to evolve their own means of locomotion, giving them a real competitive edge in the ancient oceans. It’s not hard to imagine these mobile critters dominating the biota that came before them, but scientists need fossils that preserve both Ediacaran biota and early animals to prove this hypothesis, and examine its underlying ecological dynamics.

That’s exactly why the new Namibian fossils are so exciting. “With this paper, we’re narrowing in on causation,” Darroch said in a statement. “We’ve discovered some new fossil sites that preserve both Ediacara biota and animal fossils [...] sharing the same communities, which lets us speculate about how these two very different groups of organisms interacted.”

Specifically, the team studied fossilized burrows that may have been made by early sea anemones that fed on Ediacaran larvae. Darroch notes that early animals may have choked out Ediacaran organisms by coiling around their bases.

“These new species were ‘ecological engineers’ who changed the environment in ways that made it more and more difficult for the Ediacarans to survive,” he added.

For Darroch and his team, these new fossils not only clarify the dynamics of the end-Ediacaran extinction. They also demonstrate that sometimes, the most efficient way of killing off life is to evolve new forms of it. That is a relevant message to keep in mind as we enter the age of the Anthropocene, a time shaped by a sixth mass extinction event caused by human activity.

“There is a powerful analogy between the Earth’s first mass extinction and what is happening today,” Darroch said.

“The end-Ediacaran extinction shows that the evolution of new behaviors can fundamentally change the entire planet, and today we humans are the most powerful ‘ecosystems engineers’ ever known.”

The First Known Extinction Event May Have Been Caused by Early Animals

Niantic Shuts Down 'Pokémon Go' Tracking App, and Players Are in Revolt

Niantic, the studio behind Pokémon Go, isn't too happy some of you have figured out how to find the rarest of pokémon with tracking apps like Poké Radar. In an interview with Forbes on Thursday, Niantic CEO John Hanke claimed he was "not a fan" of such tools and that players "might find in the future that those things may not work." The future, it seems, is now. Earlier today the popular tracking apps Pokevision announced that they were no longer offering their services for the time being, out of a desire to follow "Niantic and Nintendo's wishes." More are expected to follow.

These apps essentially let players walk right up to the areas where they could find rare pokémon, taking some of the guesswork out of the game but also saving players from hours of sorting through the legions of pidgies and ratatas in the world. In Hanke's words, they take "some fun out of the game" and he later groups them with a "cheating and spoofing."

But such projects have also been the stars of some of the more fascinating tales to come out of the the summer craze, such as the guy who hooked up Pokémon Go to IBM's Watson artificial intelligence platform for the sake of finding rare battle pets. Barely a day of release had gone by before players were already tricking the app to respond to false coordinates in an effort to find rare beasts, and a group of Redditors figured out how to show all the rare pokémon in your area on Google Maps. It's been one of those rare, beautiful occasions when programmers and the general public work and communicate hand-in-hand, possibly even inspiring some future programmers in the process.

John Hanke says it's cheating. And let's admit it, if only in the sense that a walkthrough for a game tells you exactly where to go, he's kind of right. But the apps also provided a workaround for a feature that was always in the game but which never worked—until the most recent patch, a set of tracks for guessing how far away a nearby pokémon would always show three paw prints, effectively rendering the tool useless. (Now the tracks don't even show up at all.) Tracking sites, at their most innocent, allowed players to close those gaps.

Hanke's attitude isn't going over so well with the declining Pokémon Go faithful, through. Take player Jase Balridge, who said in a tweet this afternoon that Pokémon Go needs such tools because "spawns are way too random and appear in too inconvenient places to not have tracking." Consider Pokevision's Yangcheng Liu, who tweeted that "You don't invent Marco Polo, get 80M players to join, then remove the Polo part and expect people to keep playing."

The Pokémon Go subreddit now even has its own "Rage Megathread" aimed at Niantic, where people are venting their frustrations with eloquent statements like "AT LEAST YOU CAN WASTE 10 POKEBALLS FOR A FUCKING 10CP PIDGEY, ONCE YOU'RE ABOVE LEVEL 20. ISN'T THAT FUN???"

Surely worst of all (from Niantic's perspective, at least), players have figured out they can demand full refunds from iTunes because the app now "functions differently than expected." Still another Redditor claims the demand is making things tough at Apple as well:

Ouch. If you reverse your decision quickly enough Niantic, maybe there's still time to catch 'em all.

Niantic Shuts Down 'Pokémon Go' Tracking App, and Players Are in Revolt

Watch This White Dwarf Mercilessly Wail On Its Red Dwarf Friend


Roughly 380 light years from Earth, in the constellation Scorpio, lies a trigger-happy star system called AR Scorpii. Every 1.97 minutes, it dramatically bursts out with a pulse of light four times brighter than its normal flux, leading astronomers to originally classify it as a lone variable star.

But new research published in Nature has revealed that AR Scorpii is actually made up of two stars: A white dwarf and red dwarf that orbit each other every 3.6 hours. Using observations from several observatories, including the Hubble Space Telescope and the Very Large Telescope in Chile, the authors discovered that violent interactions between these two bodies are the real cause of its radiant bursts of light.

“AR Scorpii was discovered over 40 years ago, but its true nature was not suspected until we started observing it in June 2015,” said University of Warwick astrophysicist Tom Marsh, who led the research, in a statement. “We realised we were seeing something extraordinary the more we progressed with our observations.”

White dwarfs are the dead bodies of exploded stars; highly magnetic stellar remnants about the size of Earth, but 200,000 times more massive. The white dwarf within AR Scorpii is spinning so rapidly that it kicks off electrons at relativistic speeds, approaching the speed of light.

These highly energetic particles coalesce into epic beams of radiation that thrash the white dwarf’s companion, a red dwarf about as third as large as the Sun. The red dwarf lights up like a cosmic bulb with each lash, barfing out light from the ultraviolet to the radio—a phenomenon that has never been observed before in white dwarfs.

“We've known about pulsing neutron stars for nearly fifty years, and some theories predicted white dwarfs could show similar behaviour,” said Boris Gänsicke, a co-author on the paper. “It's very exciting that we have discovered such a system, and it has been a fantastic example of amateur astronomers and academics working together."

Watch This White Dwarf Mercilessly Wail On Its Red Dwarf Friend

Bitcoin Is Not Currency, According to Jewish Law

As if the concept of bitcoin didn't already have some of us scratching our heads, now it turns out that according to Jewish law, it's not even kosher currency. That is, if you're an Orthodox Jew adhering to religious law, bitcoin isn't considered currency at all.

When the Torah, or Jewish Bible, and other Jewish texts were written thousands of years ago, they served not only as a spiritual guide, but also as a guide to everyday life, with rules and reasoning behind everything from money lending to farming, diet to marriage. So while bitcoin of course wasn't around back when all these rules came to being, it's no surprise Judaism nonetheless has something to say about the digital currency. Afterall, the challenge for modern-day Orthodox Judaism is figuring out how to apply old-world values to new-world ventures.

According to Jewish law, if something has value it can be considered currency. The Talmud, one of the central Jewish texts, defines currency as any legal tender accepted by the government or generally accepted by the locale where it's used for transactions. Okay, step one out of the way.

The issue comes up, however, in regard to interest, wrote Rabbi Yehuda Shurpin for Chabad, also known as Lubavitch, one of the largest Hasidic movements in the world.

The Torah says Jews can't borrow or lend money or merchandise from other Jews with interest, also called usury. You can only borrow and return the same amount of merchandise, but often rabbis prohibited that as well because the value of the merchandise may have gone up or down since the original borrow, explained Shurpin. If merchandise is borrowed, the amount returned needs to be equivalent to the value of the merchandise when it was initially borrowed—so for instance, if you borrowed five pounds of apples worth $5, that $5 may now only be worth four pounds of apples, or six pounds of apples.

"When it comes to currency, however, one can simply borrow and return the same amount of money," said Shurpin. However, according to Jewish law, bitcoin, like foreign money, is more of a commodity than a currency, he said.

Since Jewish law defines currency as "something that the sovereign government declared is the legal tender of the country and/or is the generally accepted currency used in that local for transactions," wrote Shurpin, bitcoin does not qualify. It is neither accepted by the government as the currency nor is it generally used in locales (and the internet does not qualify as a locale).

"Practically, that means if you borrow bitcoins from someone, you need to return the value of the bitcoins you borrowed, not actual bitcoins," said Shurpin. Therefore, it seems as if bitcoin is more akin to merchandise, where the issue of usury comes up. Since historically the rabbis have prohibited usury between Jews, the same may apply to bitcoins.

While the Talmudic detail may be hard to grasp, seculars need not worry at all. For plenty of Jews and non-Jews alike, bitcoin is still a more or less kosher way to exchange money.

Bitcoin Is Not Currency, According to Jewish Law

Chased Off of YouTube, Leaked 'No Man's Sky' Footage Runs to Pornhub

I always feel a little dirty when I look at leaked footage of any kind, but rarely so much as when I brought up Pornhub yesterday to check out a video featuring the hyped space exploration game No Man's Sky. I watched as some dude blasted some rocks with a laser while a porn star squeed with joy in an orbiting video ad. I had to go to Pornhub, as this corner of the web was the only place I'd been able to find the footage after it'd been yanked off of DailyMotion, YouTube, and almost every other video hosting site.

I always get a laugh out of these bizarre jaunts to Pornhub, but they're nothing new. Back when leaked videos for Bethesda Softworks' Fallout 4 first started making the rounds last year, Pornhub was the best place to find them. More recently, its users dabbled in political humor when one uploaded a video of the UK's Boris Johnson after the Brexit vote with the title, "Dumb British Blonde Fucks 15 Million People at Once." It's a bastion of open media in an era when so many other sites eagerly comply with copyright requests, much to the presumed horror of No Man's Sky's makers. When word of the leaked videos first got out a little over a week ahead of the game's official launch on August 9, poor Hello Games' founder Sean Murray sent out the following tragic tweet: "We’ve spent years filling No Man’s Sky with surprises. You've spent years waiting. Please don't spoil it for yourself :("

Few games in this age of "let's play" videos and rampant leaks enjoy the heights of hype No Man's Sky has soared among over the last couple of years, and much of that hype springs from the mysteries surrounding it. Somehow, Hello Games managed to keep most of its secrets. Aside from some vague and artsy preview videos and carefully curated presentations, there's really been no clear idea about what goes on once you've landed on one of its (allegedly) 18 quintillion procedurally generated worlds.

That is, until Reddit user Daymeeuhn posted the videos on DailyMotion on Friday, after he supposedly managed to buy an advance copy on eBay for the low, low price of $1,250. The PornHub video shows 21 minutes of footage with awful resolution, and none of it's particularly exciting to watch (which may say something about the game). But soon after YouTube and other video site started taking down the videos other people were posting as mirrors, Daymeeuhn announced on Reddit that the whole thing was "quickly becoming a unpleasant experience for me" and that he felt bad that Sean didn't like it.

"There are more spoilers than you probably realize with this game," Daymeeuhn wrote in the post. "I'm only a couple hours in, barely touched a few planets, and already I've had many FUCK YEAH moments. On the one hand, I'd love to share those with you, but in the other hand, Sean is right... why not just wait and experience them firsthand? I dunno. The first videos I posted were perfect—they spoiled nothing and just showed a taste."

But if you really can't wait, the video's still up on Pornhub.

Chased Off of YouTube, Leaked 'No Man's Sky' Footage Runs to Pornhub

The First Lunar Road Trip

1971 was a great year for the glorification of vintage American road trips. Hunter S. Thompson published Fear and Loathing in Las Vegas, the Route 66 film Two-Lane Blacktop was released, and some of the Grateful Dead’s early “Road Trips” albums were recorded.

But despite all that competition stateside, the coolest American road trip of 1971 did not take place within the borders of the US. In fact, it didn’t even take place on the planet. On July 31, 1971, Apollo 15 astronauts David Scott and James Irwin took NASA’s sweetest set of wheels out for a spin on the Moon.

Setting out at 9:13 AM Eastern US time, the two men enjoyed a lovely Saturday drive through the lunar countryside, with sightseeing stops along the way. Their ride, NASA’s Lunar Roving Vehicle (LRV), was a “brilliant piece of engineering with sealed electric motors in the hub of each wheel,” according to Two Sides of the Moon, Scott’s joint autobiography with Russian cosmonaut Alexey Leonov.

The trip was undertaken at the breakneck pace of six miles per hour, and marked the first time anyone had driven an automobile off Earth. Scott said this extreme offroading trip felt like “a cross between a bucking bronco and a small boat in a heavy swell.”

“Driving the rover was actually more like flying an airplane, albeit with four wheels, than driving a car,” Scott said. “Instead of a steering wheel, which would have been very difficult to grasp in our bulky suits, it was controlled with a joystick mounted on a control console between my seat and Jim’s. Despite our maximum speed of only seven or eight mph, the reduced gravity and very irregular surface meant one or more of the independently suspended wheels lifted away from the surface every time we hit uneven terrain.”

“Driving into the Sun was the most difficult, since the glare caused a ‘wash-out’ of the surface features,” he continued. “Though the rover could turn on a dime and had very good traction and power, the wire-mesh wheels kicked up impressive rooster-tails of dust, which were deflected by large fenders.”

On top of all that, Scott and Irwin must have been acutely aware that if they totaled their moon buggy, there would be no roadside assistance to help them get back to base. For that reason, the pair were instructed to drive only as far as they could walk with the oxygen in their life support systems, just in case the LRV broke down.

Over the course of six hours and 33 minutes, Scott and Irwin completed a southern traverse of about 5.6 miles around the Hadley–Apennine region of the Moon, located on the eastern edge of the massive Mare Imbrium crater (aka the right eye of the Man in the Moon). They hit up Elbow and Saint George craters along the way—picking up samples, taking pictures, and filming their activities—before heading back north to the Apollo 15 Falcon lunar module (LM). They subsisted on fruit sticks that had been packed into pouches below their chins during the drive.

For the most part, every detail of this inaugural interplanetary drive was heavily scrutinized by Mission Control in Houston. But Scott cheekily managed to get one “off the record” stop in on the way back to the Falcon.

“Once, when Houston prompted us to get moving and head home,” he recounted, “I was so determined to pick up a very interesting black rock, which I could see not far away sitting all alone on the gray surface without a speck of dust, that I had to resort to subterfuge.”

“I stopped the rover and pretended to adjust Jim’s seatbelt so that I could stoop to pick it up. This beautiful rounded piece of scoriaceous basalt was later dubbed the ‘seatbelt basalt.’”

The Seat Belt basalt, looking as enticing as ever. Image: James Stuby/NASA

Irwin hammed it up over the radio to Mission Control, to help buy his commander the time he needed to grab the rock. It’s worth taking a look at the transcript of that moment to grasp the sheer scampiness of this mad basalt caper. Here’s part one, featuring the “wink wink” moment between Scott and Irwin and their efforts to distract Joe Allen at Mission Control.

Scott: Oh, there's some vesicular basalt right there, boy. Oh, man! Hey, how about...? Let's just hold on one second, we've got to have...
Irwin: Okay; we're stopping.
Scott: Let me get my seatbelt.
Allen: Roger; mark that you stopped.
Scott: It keeps coming off.
Irwin: Why don't you hand me your seatbelt?
Scott: Just a minute.
Irwin: Then get off. (Pause)
Scott: If I can find it. (Pause) There it is. (Pause) If you'll hang on to it here for a second.
Irwin: Okay, I've got it. (Long Pause)
[Unbeknownst to Houston, Dave has stopped to pick up a piece of the basalt.]

You have to love the unbridled enthusiasm with which Scott first acknowledges the rock, and the conspiratorial pauses that follow. But it only gets better from there.

Allen: And are you moving again?
Irwin: No, we're stopped here, Joe. I'll let you know when we move.
Allen: Roger. (Long Pause)

Irwin: You know, Joe, these small fresh craters that we've commented on, whatever caused them must create [...] or indurate the soil into the rocks (that is) creates its own rocks (regolith breccia), because there's just a concentration of rocks around the very fresh ones (craters). And by 'small' I'm talking about may be a foot to three feet diameter.

Allen: Rog, Jim. Sounds very plausible.
Irwin: ...And create the (lost under Joe) breccia.
Scott: Okay, ready to hand me my (seatbelt)...
Irwin: Yeah. (Pause) Get it (probably the piece of basalt)?
Scott: Yep. (Long Pause)
[Dave has finished getting the sample and is getting seated. The sampling has probably taken about a minute and 40 seconds.]

The way Irwin casually diverts Allen’s attention by expounding on his surroundings is pretty hilarious in retrospect. The secretly obtained basalt was not discovered until Apollo scientists stumbled on it in the mission’s rock boxes, prompting Scott to fess up to his hijinx.

Of course, that was not the only time the Apollo 15 crew bent the rules a little. A more famous example is the postage stamp scandal that erupted in the wake of the astronauts’ return, when it was discovered that the men had taken unauthorized stamp covers to the Moon, for resale.

But for the most part, the mission that debuted the first lunar road trips was so productive that NASA called it the “most successful manned flight ever achieved” at the time. Scott and Irwin took the LRV out for two more drives on August 1 and 2, notching the rover’s odometer up to a mission total of 27.8 kilometers (17.3 miles).

In an era when road trips were becoming the trendiest way to explore our planet, the adventurous crew of Apollo 15 took the tradition to the next level.

The First Lunar Road Trip

MIT Develops Portable Device That Spits Out Drugs On-Demand

Researchers at MIT have developed a portable system that can produce biologic drugs on-demand, obviating the need for expensive centralized manufacturing and potentially enabling doctors working in remote or developing parts of the world to create biopharmaceuticals that may be otherwise inaccessible. The DARPA-funded work is described this week in the journal Nature Communications.

Biopharmaceuticals, or biologics, are pharmaceutical drugs produced from biological rather than chemical sources. They may consist of proteins, sugars, and-or nucleic acids, or they may involve entire living cells. Examples include most vaccines, antibody therapies, and viral gene therapies (where viruses are genetically manipulated to have some medical benefit). The earliest example is biosynthetic insulin, created in 1982 and sold under the name Humulin, crafted using recombinant DNA.

Creating and manufacturing biologics is, however, expensive, owing largely the complexity and time scales involved; the MIT study notes that biologics represent a key driver in escalating health-care expenditures. Deploying biologics in developing regions of the world, in battlefield scenarios, and in emergency situations is a formidable challenge with consequences for basic drug availability.

"Currently, manufacturing of biologic drugs in the biopharmaceutical industry relies heavily on large-scale fermentation batches that are frequently monitored offline, to ensure a robust process and consistent quality of product," the paper explains. "However, as personalized medicines, single-use technologies and the desire for global and decentralized access to biologics are becoming increasingly important, there is a growing need for rapid, flexible, scalable and portable biomanufacturing systems that can be monitored/controlled online for affordable, safe and consistent production of biologics."

The platform developed by the MIT group is based on two basic components. The first is a system engineered to kick out multiple therapeutic proteins in response to programmed (chemical) cues, while the second is a millimeter-scale microfluidics production platform for actually producing the biologic end product. The result is a microbioreactor that is so far able to produce near-single dose levels of human growth hormone and the antiviral interferon-α2b.

Image: MIT

The platform is based on a programmable variety of yeast known as Pichia pastoris. When exposed to estrogen β-estradiol, the cells are engineered to spit out growth hormones, while methanol causes them to produce interferon. Because the yeast cells can be grown in very high densities on top of relatively simple and expensive carbon substrates, it's possible to achieve large protein yields.

Within the microbioreactor, yeast cells are confined to a microfluidic chip where they live within the tiniest amount of liquid—which delivers the chemical signals—surrounded on three-sides by an impermeable polycarbonate wall, and, on the fourth, by a gas-permeable membrane. The membrane is used to both "massage" the cell-containing liquid to ensure it remains homogeneously mixed and to pass oxygen in and carbon-dioxide out. To ensure the optimal environment for cell growth, the system constantly monitors oxygen levels, temperature, and pH within the chamber.

When it comes time to produce a new biogenic, the liquid surrounding the yeast cells is flushed out and filtered to ensure that no cells escape. New liquid containing the new signal is piped in and the yeast cells begin producing a new protein. This flushing process—particularly the retaining of old cells for reuse—has apparently been a difficulty in prior microbioreactor research.

Future work will focus on making combinatorial therapeutics, e.g. treatments in which multiple biogenics are used together. With each one requiring its own production line, this is currently an expensive proposition. "But if you could engineer a single strain," offers MIT bioengineer Tim Lu in a statement, "or maybe even a consortia of strains that grow together, to manufacture combinations of biologics or antibodies, that could be a very powerful way of producing these drugs at a reasonable cost."

MIT Develops Portable Device That Spits Out Drugs On-Demand

'God Hand' Mod for 'Doom' Lets You Punch Your Way Through Hell

Even if your direct experience with video games remains limited to the likes of Candy Crush Saga and Angry Birds, there's still a good chance you've at least heard of the seminal first person shooter Doom. Only those fans familiar with the deep cuts, though, will likely recall God Hand, the 2006 cult favorite for the PlayStation 2 that's based on beatin' up the bad guys with a healthy dose of humor. And as a testament to the seemingly limitless appeal of modding Doom, modder Edy Pagaza has gone and mashed the two together in a new mod appropriately called God Hand Doom.

Unfortunately, unlike the mod that injects Duke Nukem into Doom or the one that recreates Goldeneye 007with Doom's engine, we can't actually play this one yet. It's just a video, although the "Coming Soon" at the end suggests a real release is presumably on the way for the ZDoom port used for the mod.

I'd like to be one of the first to play it when it drops. Doom may be a legendary shooter, but I find the thought of running around and punching the same demons with the music, interface, and hero of God Hand all the more cathartic. In fact, if anything, I want more. God Hand may have placed a heavy emphasis on solving problems with kicks and punches, but it was also a game about clobberin' goons with six-foot 4"x4"s and button-prompt attacks. Here's there's none of that, although Pazaga's Patreon page says he plans to bring in the '"fatalities thing' from God Hand (a.k.a. spanking, pummel, supplex, etc.)" in the future.

Maybe we'll see it in the real release, if it ever shows up. Pagaza's YouTube page showcases a few other Doom-related mods he's made, such as one that imported the weapons from Killing Floor 2 that he had to abandon after a lightning strike ruined his computer. Here's to hoping he finishes it, as God Hand Doom might then evolve into that precious rarity—the cult classic of a cult classic.

'God Hand' Mod for 'Doom' Lets You Punch Your Way Through Hell

Why the Rumor That Facebook Is Listening to Your Conversations Won’t Die

Not long ago I watched a video in my Facebook timeline—I don’t remember what it was, only that it was something very sad. Whatever it was, I felt overwhelmed, and I put my head down on the bed beside my computer and did about sixty seconds of crying.

When I lifted my head I saw something new at the top of my timeline: some garbage ad, like any one of thousands of garbage ads that speckle my social media usage with background noise. But this one was worrying: It was for “online counseling services”, or something like that. I was alarmed.

Did Facebook hear me crying? No, Facebook has said clearly, but it really felt like it did, which is probably why this rumor won’t die.

It’s not even that crazy of a conspiracy theory. Two years ago Facebook began experimenting with using your phone and your computer’s inbuilt microphone to recognize and predict what you were listening to or watching at the time you made a status update. For example, if you’re listening to a certain artist or watching a certain film, rather than typing about it, Facebook would “hear” and identify the source of the sound and supply it for you. When the feature launched in 2014 Facebook promised that the feature was “entirely optional,” that it didn’t record or store any of the audio it captured, including personal conversations, and that it mainly just uses your audio data to harmlessly note popular matches.

Image: Shutterstock.

The feature saw a massive backlash—one online petition against it gained more than 500,000 signatures, according to reports, forcing Facebook to backpedal and clarify. But “backpedal and clarify” is de rigeur for lots of apps and networks that overreach. The same thing happened to pro-social anti-sedition psyop Pokémon Go, which supposedly just had no idea that people wouldn’t like allowing Pikachu a totalitarian look into their Google accounts until they had to amend it later. Wow, we’re from Silicon Valley and we are wildly educated and make millions of dollars but shucks, understanding this whole “privacy concerns” stuff that arises literally every time we launch something sure is tuff!

Eventually, Facebook denied in plain language that it spies on your microphone to serve you ads. But it took two years after the initial backlash for it to get to that, which seems a little long. And there are still some considerable “ifs” in its official statement after we only access your microphone if. Maybe amid some of those ifs, it spies on your microphone not even for ads, but for some other reason entirely. I just don’t trust it.

The truth is out there, says University of South Florida professor and fellow tinfoil-hatter Kelli Burns, who warns that despite the party line that Facebook only listens to certain things for certain reasons, it does appear to adapt based on things you discuss in its earshot. In fact, it seems lots of people have had these anecdotal, eerie experiences—I made one exploratory Tweet, and tons of replies came in reporting similar suspicions. One user was talking to a family member on the phone about another relative’s cancer diagnosis, only to find ads for treatment centers. Another was offered a coupon for a restaurant they were chatting about with coworkers.

Maybe I cannot face the fact I am simply dangling in the adept crosshairs of demographic targeting like a motionless red apple. I am easy.

Even if I don’t trust Facebook, this whole listening thing is probably not happening. The tech muscle required to continuously capture all that audio and run it through voice recognition systems is supposedly infeasible. With all the metadata it has already to target you with ads—and it’s working—why would Facebook or Google need to spend processing power on that scale just to listen to you talking, too?

There are a lot of other logical explanations for these experiences, too. It could be that by the time you think to discuss something with someone, you’ve probably Googled or chatted online about the same topic, or similar ones, recently—and those in-platform chat logs are often used to suggest ads. There’s also a sort of confirmation bias known as the “Frequency Illusion”, or the Baader-Meinhof phenomenon, defined in 2006 as a principle whereby something you heard about recently just suddenly seems to be everywhere. When something new occurs to you, you unconsciously start looking for signs of it in your environment—even, let’s say, an event related to a movie you just watched, or a dress branded with a character from a game you just played.

Image: Shutterstock.

Maybe I began to suspect Facebook of spying on me, and therefore now I see correlations between my advertisements and my conversations everywhere. Maybe I feel stupid because I’ve been tricked—I’m an adult and I bought a Pikachu dress!—so now I need to believe the trick is global and massive. Maybe. Maybe I cannot face the fact I am simply dangling in the adept crosshairs of demographic targeting like a motionless red apple. I am easy.

This column of mine, Oracles of the Web, seeks to capture moments of magic, haunting, faith and belief within the technology space. But as they say at dialogue hub Haunted Machines, any system we don’t fully understand is fundamentally “magic”, or divine, or haunted—that is how the human mind works. I have an idea of how Google and Facebook could be listening to us, following us, but I don’t yet know exactly how, where it ends and begins. To test it out once and for all, I have been saying the phrase “motorcycles” into my laptop and phone mic alike all day. I called my partner while he was sitting right next to me to artificially discuss “motorcycles” over the phone. I opened a status window and chanted “motorcycles” softly at it, like a mad prayer. I opened a YouTube tab and murmured “motorcycles” to it, typed and erased “motorcycles” in the search field.

Still, even my most computer-savvy colleagues, those who’ve been the most dismissive of my paranoia, will eventually admit to switching off microphones and taping up cameras “just to be safe”.

I’m not interested in motorcycles at all, so any sign of motorcycle ads on my page would be absolute proof. Yet so far, nothing. Maybe it’s onto me and it knows I’m trying to catch it. Maybe it knows enough about me to know I can’t afford a motorcycle and my driver’s license has lapsed. Who can tell? Without facts, this is just a belief—a paranoid conspiracy theory.

And like all systems of belief, maybe it sprung up in me in response to a subconscious need to believe there is an orderly force behind it all, a definitive map across the great, starlit night that these technology mega conglomerates have stealthily draped over me and my life while I wasn’t looking.

Still, even my most computer-savvy colleagues, those who’ve been the most dismissive of my paranoia, will eventually admit to switching off microphones and taping up cameras “just to be safe”. Many sites offered instructions like these for how to shut those microphone permissions off on your phone, so my unease must be popular enough. We may know certain things are unlikely, but it is enough to know they are possible. Mark Zuckerberg himself has sealed his camera and his microphone with tape. He, better than us all, maybe, knows what is possible.

Why the Rumor That Facebook Is Listening to Your Conversations Won’t Die

samedi 30 juillet 2016

Ransomware Is So Hot Criminals Are Sabotaging Each Other's Ransomware

Ransomware, the strain of malware which cryptographically locks a victim's hard drive until they pay the author an electronic ransom, is super popular among cybercriminals right now. The strategy is so successful, in fact, that some ransomware-makers have apparently begun sabotaging each other's ransomware to try and take out their competition.

Earlier this week, 3,500 keys for a ransomware known as “Chimera” leaked online, purportedly allowing anyone targeted by it to safely decrypt their ransomed files without having to pony up bitcoins. The decryption keys were apparently posted by the authors of a rival ransomware package called Petya and Mischa, who claimed they had hacked Chimera's development system, pilfered the keys, and stolen parts of the code.

"Earlier this year we got access to big parts of their deveolpment [sic] system, and included parts of Chimera in our project," the authors write in a post on Pastebin. "Additionally we now release about 3500 decryption keys from Chimera."

Chimera is a particularly nasty strain of ransomware which not only locks a victim's hard drive but threatens to leak their private files online if the ransom isn't paid. It’s still not clear whether the supposedly-leaked keys will actually decrypt machines affected by the malware, however—the security firm MalwareBytes, which first noticed the leak, says that verifying all the keys will take some time.

In any case, Petya and Mischa's authors seem to have timed the leak to promote their own ransomware, which is based on the stolen Chimera code and is now being offered as a service to any two-bit cybercriminal willing to shell out bitcoins for it.

The in-fighting seems to indicate another significant, albeit predictable shift in the criminal hacking economy. Previously, ransomware authors have expressed anger at a recent rash of fake ransomware, which display scary messages but don't actually lock or unlock a victim's hard drive when the ransom is paid; the thinking is that enough of this fake ransomware could cause people to stop believing they can get their files back when they're hit with the real thing, endangering future profits.

Ransomware Is So Hot Criminals Are Sabotaging Each Other's Ransomware

Watch This Flying Ring Propel Itself Around the 'Flying Machine Arena'


That ring flying in circles around the room looks like it has a life of its own. It's going at 1.4 meters per second, and engineered from a quadrotor (also known as a quadcopter or quadrotor helicopter), a helicopter propelled by four rotors.

In this video by Rajan Gill from the Institute for Dynamic Systems and Control, ETH Zurich, he explains that while quadrotors are agile and have high load carrying capabilities, they're not very efficient in forward flight. Their lift to drag ratios are comparable to that of a fruit fly, he says. The flying ring, on the other hand, can fly on its side, allowing the blades to propel it forward faster than a typical quadcopter.

The flying ring in the video is the first prototype of the augmented quadrotor with an angular wing, acting as a lifting surface which also conceals propeller blades for safety. The prototype's autonomous controlled flights, as seen in the video, allowed researchers to identify its aerodynamic properties.

The ring flies inside a "flying machine arena," described as a "sandbox environment" for testing mobile robots. The size of the room allows the machines enough space for fast-paced experimental motion, in the air or on the ground. "The Flying Machine Arena offers ideal conditions to test novel concepts thanks to a high-precision localization system, high-performance radio links, easy-to-use software structure, and safety nets enclosing the space," its website describes. The space is used in various projects by various research labs, including the Institute for Dynamic Systems and Control.

With more efficient forward flight, speed and carrying capacity, the quadrotor, as shown in the video, can be used for various lifting and transportation tasks to assist humans.

Watch This Flying Ring Propel Itself Around the 'Flying Machine Arena'

This Crazy Lizard Is the Mascot of the Latest US Spy Satellite Launch

Image: National Reconnaissance Office.

The US National Reconnaissance Office (NRO) has become known for branding its spy satellite launches with strange and sometimes menacing imagery. But unlike the Office's infamous world-devouring octopus, the logo adorning NROL-61, which carried yet another classified payload into geosynchronous orbit on Thursday, is just flat-out bizarre.

Launched from Cape Canaveral at 1237 GMT on Thursday, NROL-61 sent up a classified NRO satellite innocuously designated USA-269. The launch featured the image of a wild-eyed lizard straddling a rocket Major Kong-style as it blasts The lizard mascot's name is “Spike,” which also serves as the mission's code name.

But what's really interesting about the mission patch is that it shows Spike riding what seems to be the cargo-launching Ares V rocket, rather than the mission's actual launch vehicle, the Atlas V. The Ares was a cargo-carrying rocket designed for NASA's now-defunct Constellation program, which planned to replace the space shuttle before being scrapped in 2010.

That suggests that Spike's designer either made the logo as a tribute to the abandoned program, or that it was originally designed for Constellation and was simply re-appropriated for the NRO launch after that program was canceled.

Just like with the launch of NRO's Mentor-7 eavesdropping satellite in late June, amateur satellite-spotters wasted no time tracking down Spike. Paul Camilleri, a hobbyist in Australia, was able to spot both the NROL-61 payload and its separated upper-stage Centaur rocket booster in the night sky just an hour after launch.

It's also worth noting that the Atlas V 421 configuration deployed by NROL-61 has not previously been used in any of the surveillance agency's missions. While the purpose of NRO satellites can normally be puzzled out by carefully analyzing the size and details of its launch vehicle, this unusual configuration means that the satellite's exact function remains a mystery.

This Crazy Lizard Is the Mascot of the Latest US Spy Satellite Launch

There's a Fan-Made 'StarCraft' MMO, and Blizzard Isn't Going to Shut It Down

It's been a fascinating year for Blizzard Entertainment as regards player creations using its properties. Earlier this year the celebrated gamemaker ended up looking like a big, bad bully when it forced the closure of the popular World of Warcraft private server Nostalrius Begins, and there was much gnashing of digital teeth.

Flash forward a couple of months, and now we have the open beta release of StarCraft Universe, a massively multiplayer game using assets from StarCraft II. It's got the "third-person action RPG elements of World of Warcraft, the combat mechanics of Diablo, and the starship mechanics of FTL with the StarCraft setting." And wonder of wonders, even after the Nostalrius fiasco, Blizzard's apparently okay with it.

It wasn't always this way. The tale of StarCraft Universe goes way back to 2011, when a group of modders headed by Ryan Winzen announced that they'd made a mod for StarCraft II that turned the real-time strategy game into a MMO kind of like that other game of Blizzard's with orcs and purple elves. Appropriately enough, they even called it World of StarCraft. Blizzard bristled, and within hours YouTube pulled Winzen's videos showing his progress. In the uproar, League of Legends developer Riot even offered Winzen to apply for a position at the studio.

It all kind of blew over, and Blizzard even gave its blessing to the project after Winzen changed the name and learning that Winzen really did intend for his creation to be a mod and not a separately existing game. They invited him out to the studio, and Winzen followed up with a successful Kickstarter campaign in 2013 that reached $84,000.

And now it's finally here in open beta form, with the proper release scheduled for next month and with an Indiegogo campaign to raise more money for maintenance (since Winzen can't actually sell the game proper). It looks, ahem, stellar. Just look at that announcement trailer above—it's the kind of thing Blizzard itself could have made, and it proves they've got the right person heading this. If you want to play, you'll need either StarCraft II installed or the free Starter edition and then download it from this link to the Battle.net shell.

You can check out some of the gameplay below:

There's a Fan-Made 'StarCraft' MMO, and Blizzard Isn't Going to Shut It Down

Brexit Is Making VR More Expensive in the UK

Thanks to Brexit, Vive virtual reality just got more expensive in the United Kingdom. Already, one of the biggest obstacles for the VR adoption is the price, so this certainly doesn't help.

The previously £689 ($911) HTC Vive, the VR headset using Valve's technology, comes with a visor, dual hand controls, and two sensors that track the user's movement. The price is high, as compared with the £500 ($660) Oculus Rift and £300 ($400) PlayStation VR, and some question whether or not it's worth it. With the new Brexit-heavy price tag, that question mark becomes even more pronounced.

In a July 29 message to its UK customers, the HTC said:

"HTC continuously monitors and adjusts pricing to ensure we are providing our customers with the best value possible. Due to recent currency valuation changes and the current value of the GBP [Great Britain Pound] we are adjusting the price of the HTC Vive in the UK to £759 + P&P [postage and packaging]. The adjustment will come into effect on Monday 1st August."

In American dollars, the new price is equivalent to about a grand.

Over July, as the value of the pound dropped to its lowest level against the US dollar in three decades, many companies raised their prices to maintain their British margins. For example, Dell also raised the price of its PCs, and OnePlus raised the price of the OnePlus 3, the company's latest phone.

Because Brexit has reduced the UK's growth prospects, the value of the pound has fallen. A strong economy with a strong currency hinges on the country's growth prospects, and whether investors are investing there, the Telegraph reports. With lower growth comes lower interest rates, and a rate cut for markets, bringing about domestic inflation, while businesses have to pay more for imports from foreign markets.

This is not good news, especially for VR. This year, VR headsets became more available, but only the most enthusiastic early adopters have been buying them so far. For starters, VR requires a high-end PC, which itself costs at least another $500. There's also not much content for VR, so the payoff for the hefty price isn't exactly there yet.

There's hope for VR, but its market in the UK may take a solid hit until the pound recovers.

Brexit Is Making VR More Expensive in the UK

Preserving the Ancient Art of Getting Pwned

Image: danooct1.

Getting infected with a computer virus used to be so much more fun. Take the Caterpillar virus, for example, which back in 1991 quietly infected .COM and .EXE files on MS-DOS. After lying in wait for two months, a line of ASCII characters in the shape of a caterpillar would begin to crawl across the screen, kind of like the game Snake, eating white characters as it goes and pooping them out in yellow.

That’s so much more entertaining than finding a mysterious charge on your credit card, only to realize that you were one of millions of people who were victim to a massive security breach at Target, or one of the many other sites that are hacked on a regular basis.

That’s what getting pwned usually feels like these days, but thanks to Daniel White, a YouTuber who goes by the name danooct1, we can see Caterpillar in action, as well as other viruses from back in the day when getting pwned came with a little bit of flair.

“I started recording videos because I wanted to see some of the stuff I read about for myself rather than just imagining it in my head,” White told me over chat. “So I used an old computer I had lying around. Shortly after that I figured maybe I'd put some videos of it on YouTube, just for myself really. I didn't expect anyone else to find it interesting.”

White’s fascination with old malware started with an internet worm called Sasser, which he was infected with in 2004. Sasser would spread itself across networks by launching an FTP server on infected computers and immediately scanning for other vulnerable targets. Once infected, Sasser would use up all system resources, forcing the user to restart the computer, which didn’t help much since Sasser would relaunch.

To demonstrate how Sasser jumped from machine to machine without any human interaction, White set up a network of five Windows XP and Windows 2000 machines with hardware from the time the virus first appeared.


It’s an elaborate setup, but one that White is used to putting together after years of uploading similar videos to his channel.

“There's a lot of preparation that goes into it,” he said. “One video in particular, for a virus called CIH, requires a pentium MMX processor. The virus exploits a bug in the architecture to gain write access to the BIOS and overwrite it, causing the computer to fail to boot until the BIOS chip is reflashed. So I sacrificed an old computer for that video which was really neat.”

In addition to running old hardware and hunting down old malware—White’s main source is the Ukrainian site VX Heaven—capturing these videos also involves a certain amount of risk. It’s a very low risk, White admits, since it’s unlikely any of these ancient viruses will be able to make the leap to a modern computer, but he isn’t taking any chances—he has off-site backups for everything.

Either way, it’s a lot of effort for a YouTube channel with a growing but still modest following of 124,000 subscribers.

“I think it's something not a lot of people really give much thought to,” he said. “Computer viruses are this sort of threat that always lingers around but isn't quite tangible. Most people experience malware at some point or another but it's usually nothing more than your antivirus picking something up and telling you about it.”

Older viruses had a personal touch, White said, because they were made by enthusiasts, many of them teenagers, who were learning how to program. They were more interested in finding interesting ways to infect files, hide infections, and taunt their rivals in the community (or even antivirus industry professionals), then they were in making money. It was just a hobby.

“Authors like Spanska wrote a few viruses where he talked about viruses being art and that coding them can be fun, and often had non-damaging payloads with a really neat graphical component,” White said.

That visual component inspired what is my favorite part of White’s channel: viewer-made viruses. Since he started the channel in 2008, White has received 200 viruses his viewers have made and asked him show off in a video. These, much like Spanska’s work, aren’t so much concerned with spreading and damaging users, but in creating the trippiest visuals possible.

The best example of this is from White’s most recent user-made virus video, a creation called MEMZ, which led us to discover his channel earlier this month.

The Trojan—a type of malware which infects a computer by masquerading as a non-malicious program—begins by informing the user that their computer “has been fucked by the MEMZ Trojan” and that any attempt to kill the Trojan will cause their “system to be destroyed instantly.”

It then opens web pages for Club Penguin and Google searches "how to buy weed," but things get weird when the screen starts inverting its colors to a soundtrack composed of Windows XP error pings. At this point the Trojan begins taking dozens of screenshots to create a tunneling effect, which prompts White to attempt to restart his computer. As promised by the Trojan’s original note, the computer was totaled and now is good for nothing besides running an animation of the Nyan cat.


Since they’re coming from his viewers, viruses like MEMZ focus on the least malicious part of malware. Like the scene in the ‘80s and ‘90s they try to emulate, they’re more focused on creative, artistic aspects of getting pwned, and that’s exactly what White hopes to inspire.

“I figure whether I condone it or not, people are still going to be writing things to send to me to make them into videos, so I might as well try it out to give back to the people who have followed the channel so loyally,” White said. “And maybe if they have this creative outlet then they won't be swayed by the dark side…”

The Hacks We Can’t See is Motherboard’s theme week dedicated to the future of security and the hacks no one’s talking about. Follow along here.

Preserving the Ancient Art of Getting Pwned