habitat

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  • The Game Archaeologist moves into Lucasfilm's Habitat: Part 2

    by 
    Justin Olivetti
    Justin Olivetti
    01.17.2012

    Last week on the exciting cosmic adventures of the Game Archaeologist, we uncovered the ancient civilization of Lucasfilm's Habitat, one of the early predecessors to graphical MMOs. While we talked about how it came to be and pondered just how much money we'd waste if game companies were still charging by the minute, we didn't have the time or space to cover the community and events that formed around this experimental project. That day has come. Prepare your bladder for imminent release! Giving a bunch of players tools to do every which thing in the game and turning them loose without strict regulation might seem like a recipe for an instant sewage pit of a game today, but our cultured, classy behaviors weren't quite trained into us in 1986. When players first set eyes on Habitat, they weren't thinking of min-maxing, kill-stealing, or raid progression; they were trying to make sense of a virtual world using the only frame of reference they had to date: their own lives. Out of a melting pot of ideas and objects came fascinating stories from one of the earliest MMO proto-ancestors of the modern era. Get your '80s on as we head back... to the future!

  • The Game Archaeologist moves into Lucasfilm's Habitat: Part 1

    by 
    Justin Olivetti
    Justin Olivetti
    01.10.2012

    For some of you reading this, you may simply never have known a world before the internet existed by virtue of your age. It's not your fault, but as generational divisions go, this was a biggie. The internet saturates so much of our lives now that it's even difficult for those of us born prior to the '90s to remember how we functioned without smartphones, Google searches, and terabytes of cheap entertainment on demand. I think there were video game arcades in the mall or something. Because of this, some of you will not understand the import of how it felt when technology advanced to the point that people could reach out online and interact with others, first through written communication and later through applications and games. What we take for granted in today's MMOs -- the constant presence of thousands of real humans interacting with us in a virtual space -- simply blew the minds of those who first encountered it. And way back when, those encounters depended on the person and technology available. Some folks had access in the '60s and '70s to the early form of the internet and email in universities and government offices, but these close encounters of the virtual kind only started to make its way into households in the '80s (and even then, mostly to those plugged into the geek community). The developers of these programs -- the MUDs, the BBSes, CompuServe, etc. -- were truly pioneers forging a path while trying to figure things out on the fly. So it amazed me to hear that I've been missing out on a key part of MMO history by overlooking Lucasfilm's Habitat, which wasn't quite an MMO by modern standards and yet created a graphical virtual world with many of the elements that were adopted into later projects. In our two-week look at Habitat, we'll see just how eerily similar this 1986 title is to what we know today -- even though it came out on the Commodore 64.

  • Smithsonian captures 201,000 wild photos with automated cameras

    by 
    Kevin Wong
    Kevin Wong
    03.11.2011

    We have this big, fang-filled, claw-sharpened big cat all up in our grill thanks to the researchers at the Smithsonian, who have created a new database filled with over 201,000 pictures of elusive animals in their natural habitats. These candid shots were made possible with motion-activated automated cameras scattered around the world, and feature over 200 species of birds and mammals, and here's most impressive part -- these photos are au naturel. That's right... there's no editing here, these are untouched raw shots straight from the rain forests of places like Peru and China -- which allow us to see these magnificent creatures as scientists do. If you want more info or desire to check out these wild photos, hop over to the source link or check out the gallery below. %Gallery-118866%

  • Magnetic space tube to help suck up lunar soil

    by 
    Jeannie Choe
    Jeannie Choe
    03.19.2007

    Not sure if NASA has this on tap or not, but Benjamin Eimer and Lawrence Taylor of the University of Tennessee in Knoxville just invented a special magnetic collection tube that sucks up lunar soil so we can extract precious resources for use in future moon colonies. The tube, which is sort of like an elephant's trunk or one of those leaf suckers, would suck up lunar soil (not peanuts and leaves) containing water, oxygen and other resources to be extracted by astronauts. They'd need to gather and transport large amounts of the stuff without stirring up jagged moon shards and hazardous dust, so bulldozer-like equipment is definitely out of the question. The tube's coils would create a magnetic field that attracts the iron-laden soil, keeping it neatly centered to be distributed to storage facilities or processing plants via a pipeline system. Assuming the tube rules at collecting a massive supply, the soil can then be bagged to stack on top of lunar habitats to help regulate unpredictable temperatures and block radiation from hazardous space particles. Sweet! Once they hook us up with some sci-fi WiFi, we'll be reporting from Engadget's new intergalactic office. [Thanks, Matthew]

  • NASA develops inflatable lunar habitat

    by 
    Jeannie Choe
    Jeannie Choe
    03.02.2007

    As much as we wish this was some type of anti-gravity bouncy castle, NASA's current experiments with inflatable structures are intended for slightly less entertaining implementation on the moon, where crews will use them as outposts for research, testing, storage, and living. NASA's contractor, ILC Dover, has presented a capsule-like prototype that's 12 feet in diameter and made of multilayer fabric. It's currently being evaluated for emerging technologies such as flexible structural health monitoring systems, self-healing materials, and radiation-protective materials. In addition, they showed a connecting smaller inflatable structure that served as a demonstration airlock. To justify these solutions, the team's next step is to perform studies comparing inflatable and rigid structures for crew habitats.The modular airtight inflatables are favored for being lightweight and adaptable, and if all goes well, the first extended-stay lunar missions could start as early as 2020. [Via Primidi]