Spaceflight simulators, space games, and STEM

17 04 2012

Cockpit view from a simulated spacecraft in freeware spaceflight sim, "Orbiter."

For those who aren’t familiar, “STEM” is a particularly hot-button acronym in the professional space education community these days that stands for, “Science, Technology, Engineering, and Mathematics.”

These are the college degrees and professions that ultimately keep the economy, innovation, and space exploration in particular going.

These are also the fields that have been suffering from declining numbers during the last couple of decades.  (Consequently, projects with heavy STEM education components are often bumped to the top of the funding pile…)

In response, there appears to be a waxing tide of development of vaguely (or overtly) educational space-centered video games.  This seems to be a new push during the past couple of years, distinct from the open-source processing endeavors such as SETI@home and MilkyWay@home.

In this light, I’d like to take a moment to review and highlight a few of many excellent spaceflight software options out there, historical and contemporary, that are worth checking out for yourself (and some of which may even need your help!)

Starlight: Inception

Based solely on personal bias, I must begin with the lost genre of the spaceflight simulator. Or, more specifically, the spaceflight combat simulator.

Much like a conventional flight simulator, spaceflight simulators provide exactly what they sound like they do: the in-cockpit experience of flying a spacecraft or space “fighter.”

While many of these as games are related to sci-fi franchises, (e.g., X-Wing, Tie-Fighter, Wing Commander,) and contain much scientifically-apocryphal content, such as sounds in space or apparent aerodynamic/non-Newtonian movements in a vacuum, I don’t think the impact of these games can be overstated.  I myself was in part inspired to a career in aerospace by games like these as a kid.

(More accurate but less-adrenaline-pumped simulators without a “game” component include Kerbal Space Program, Orbiter and Microsoft Space Simulator.)

Credit: Escape Hatch Entertainment LLC

So, this brings me to the present day.  It’s been many years since the last spaceflight combat simulator was released, (e.g., Descent: Freespace, Tachyon,) and in an attempt to restart the genre, Escape Hatch Entertainment LLC has launched a Kickstarter campaign to fund their proposed game, Starlight: Inception.

Evoking design elements of classic Star Wars, Wing Commander, and even some of James Cameron’s “Aliens,” the game looks to hit all the right notes to inspire a new generation of impressionable gameplayers toward a future amongst the stars.

Frankly, I feel like having games like this out there contributing to the social fabric is critical.  Plus, being a privately-funded campaign, the project team is very receptive to the suggestion of its backers – the more people call for enhanced realism and technical accuracy, the more will be incorporated!

Check them out and offer your support if you feel so inclined – the game won’t be “launched” unless they reach their fundraising goals.  Future generations of inspired spacefarers (or other STEM professionals) may thank you!

NetworKing

From the fantastic to the strategic, I’d like to mention a free game developed by the technology office at NASA Ames Research Center called, “NetworKing.”

The objective of this educational Real-Time-Strategy game is very grounded: to build and maintain three separate space communications networks, (Near, Space, and Deep-Space,) and evolve them to the point of being unified into a single space communications network.

The equivalent of experience points are earned as NASA missions are successfully enabled by the network, and money for upgrades is earned as time on the network is leased to commercial satellites.

In all, an innovative way to communicate what it takes to run a communications network in space and definitely worth checking out.  -Playable now online or via free download.

Astronaut: Moon, Mars and Beyond

On another side of the spectrum is the concept of the MMO, or Massively-Multiplayer Online game.

NASA recently experimented with the MMO concept as a means of education outreach and STEM inspiration with a project called Moonbase Alpha.

Evolving the success of Alpha a little further, NASA and Project Whitecard Inc. initiated another ultimately-successful Kickstarter campaign that kicked off the creation of a full-fledged, NASA-sanctioned MMO entitled, “Astronaut: Moon, Mars and Beyond

Screenshot from NASA MMO Astronaut: Moon, Mars and Beyond. (Credit: Project Whitecard)

The game aims to incorporate real locations, hardware, and mission profiles, leveraging the full support of NASA to create a tool to engage thousands of people simultaneously in realistic space exploration role-playing.

A beta-test version is expected this year, with the game to be released in 2013.

-So, in short, there’s lots of activity on the space-meets-video-games front, and much of it is being self-directed with the support of NASA itself.  Check it out and/or show your support!  (Even if only to point someone else in their direction.)

The astronauts of tomorrow will likely get their first space exploration thrills on games like these.  Let’s help make sure they have the opportunity.

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Xenoarchaeology Critical Mass

29 12 2011

The recovery of an alien artifact from the TMA-1 lunar excavation site in 2001: A Space Odyssey (Credit: MGM)

Xenoarchaeology Rising

2011 has been a good year for the nascent pursuit of xenoarchaeology as serious science.  After beginning a conversation with a 2010 Viewpoint article I authored in the journal Space Policy, which was intended as a broad, conceptual justification for the further development of xenoarchaeology as a field, I was rewarded with a generally favorable review from Spacearchaeology.org as well as some fruitful academic sparring with a public relations specialist sporting a long-standing grant from NASA’s Astrobiology Institute (more on the aforementioned fruit to follow).  

Now, I am quite pleased to note that 2011 has seen other space science researchers open up to the idea that conceptually setting up the rigorous and credible search for (and investigation of) suspected alien artifacts is not only warranted, but due.

While most, it seems, find the concept of xenoarchaeology to be at the very least on the forward edge of scientific conception, it appears that an increasing number of scientists are coming around to the same conclusion that I did: For a field aiming for discoveries necessarily encased in enormous scientific and socio-political bombshells, a proactive stance is appropriate.  

Quite simply, now is the time.

With luck, we will soon reach a sort of intellectual critical mass cultimating in a formal xenoarchaeology workshop, the proceeds from which should lay out the groundwork for a new, practicable 21st-Century science.

To this end, I’d like to point out some of this recent relevant work:

Davies’ Footprints  

Eminent researcher Paul Davies of ASU’s Beyond Center penned an article in Acta Astronautica early in 2011 entitled, “Footprints of alien technology.”  Much in the same vein as my own article, Davies considers deep time in combination with the possibility of extraterrestrial life to conclude that there is a possibility of subtle biological, geological, and physical artifacts of xenobiological activity, even on the Earth.  He then suggests means to search for such trace evidence.

Searching Luna

Carrying his work a step further, Davies and undergraduate student Robert Wagner submitted an article this past fall, also to Acta Astronautica, entitled, “Searching for alien artifacts on the moon.”   Applying the logic distilled in the previous work against the current SETI paradigm, this paper details the relevance that indirect evidence of extraterrestrial intelligence in the form of non-human technology would play.  The article suggests a practical, low-cost application of a search for such evidence using increasingly high-resolution imagery of the lunar surface available to the public (via the Lunar Reconnaissance Orbiter, for instance). 

The practice of this remote sensing search, by very definition in my own article, would be considered a practice of xenoarchaeology. 

In point of fact, regarding the applicability of xenoarchaeological guidelines, this is an example of what I called “Scenario 1” in my 2010 article  – that being a remotely-conducted investigation.  This is in contrast to “Scenario 2” xenoarchaeology, being an in-situ human investigation (astronaut), and “Scenario 3,” an investigation involving artifact/sample return to Earth or terrestrial capture of an artifact.

Justifying Solar System Xenoarchaeology

Further hammering home that we have yet to reasonably exhaust the possibility of xenoarchaeological artifacts lingering in our own cosmic backyard, researchers Jacob Haqq-Misra and Ravi Kumar Kopparapu of Blue Marble Space Institute of Science and Penn State, respectively, also submitted an article to Acta Astronautica entitled, “On the likelihood of non-terrestrial artifacts in the Solar System.”  In it, Haqq-Misra and Kopparapu utilize a probabilistic approach to quantify search uncertainty in the Solar System.  They conclude that, “The vastness of space, combined with our limited searches to date, implies that any remote unpiloted exploratory probes of extraterrestrial origin would likely remain unnoticed.”

So, there you have it.  An exciting time, indeed, and further proof that the area is ripe for both academic and practical research!








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