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Monday, October 4, 2021

Ericsson and Powerlight base station wireless charging breakthrough - Ericsson

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The proof-of-concept (PoC) demo milestone was achieved recently in Seattle using optical beaming – a laser-based technology that converts electricity into high-intensity light which is then captured and transformed to electricity at the radio base station.

No wires were connected to the site from the street power grid network and no on-site power generation was involved. The base station site was completely ‘powerless’ until wirelessly powered over the air through a laser beam.

The achievement is part of a partnership between the two companies to explore and develop innovative 5G solutions aimed at enhancing the speed and flexibility of network deployment in diverse environments.

Wireless power was safely distributed to an Ericsson Streetmacro 6701 – a 5G millimeter wave (mmWave) radio base station. It was achieved using PowerLight’s laser technology to transmit hundreds of watts over hundreds of meters through the air.

Ericsson and PowerLight Technologies view the milestone as a major step toward a goal — for subsequent generations of the solution to transmit kilowatts of energy over longer distances.

Kevin Zvokel, Head of Networks for Ericsson North America, says: “Both PowerLight and Ericsson are focused on innovation. This opens new possibilities for Ericsson and our customers. The ability to safely transfer power across distances without having to be connected to the power grid eliminates one of the big obstacles we have when building new cell sites. The time savings and flexibility gains will make this an attractive solution for our customers.”

Claes Olsson, Executive Chairman, PowerLight Technologies, says: “Most people are aware that wireless charging technology is available today for small electronic devices, such as cell phones and watches. This breakthrough demonstration, which utilized the best innovative technology from PowerLight and Ericsson, underscores the major leaps we have made recently toward the commercialization of safe, wireless power transmission for larger-scale systems. PowerLight is developing systems today to transfer kilowatts of safe power over distances of kilometers that will be commercially available in the next few years.” 

Powerlight equipment at the Ericsson-Powerlight base station wireless charging trial

Watch the video above for further details.

The demo also underlined the safety of the technology – the laser beam has a virtual shield or safety ring that automatically and temporarily shuts down power transmission before any living or inanimate object crosses its path. When the safety ring is activated, the site’s back-up battery takes over until the beam is cleared. Vital base stations use batteries for local energy provisioning to ensure highly reliable mobile services.

With wireless power Ericsson is helping to cut the last cable – the power cord. This next-generation technology demo from Ericsson and PowerLight shows how power can be distributed wirelessly and create new and innovative network deployment and use case opportunities.

Apart from rapid street radio rollouts, wireless power could support use cases such as provisional deployments in case of emergency or time-specific densification demands, for example, during music festivals and sport events.  It could also support power-cable-free machines such as automated guided vehicles and drones, as well as devices like IoT-sensors and lamps.

Communications service providers will also have the flexibility to position a base station without compromising communication needs in relation to where a power wire is located.

The two companies are exploring the possibility of delivering safe wireless power-beaming capabilities to enable cleaner and more sustainable operations for mobile networks. Ericsson provides broad and complete RAN site solutions worldwide that cater to different environments and use cases.

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Fruit Ninja VR 2 Free Demo Goes Live On Steam Next Fest - UploadVR

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Halfbrick’s surprise VR sequel, Fruit Ninja VR 2, now has a demo. Or at least it does for this week only.

You can try out the fruit-slicing follow-up between now and October 7 as part of Steam Next Fest. It’ll be your first chance to try out the new features Halfbrick is bringing to the sequel, which introduces archery to the series for the first time. There are, of course, still swords to cut up apples with. The studio livestreamed the game over the weekend, which you can see below.

Fruit Ninja VR 2 Demo Goes Live

It’s arguably the biggest VR demo seen on this edition of Next Fest. We’ll hopefully be able to bring you some impressions of some of the experiences later this week.

If you don’t know how Fruit Ninja works (where have you been for the past decade?), let us explain. Fruit jumps into the air and you slice it. That’s pretty much it; the series was first made popular on touchscreen devices, which made for a pretty natural transition to VR back in 2016. The VR sequel looks to mix things up with new ways of throwing fruit at you.

The full Fruit Ninja 2 VR experience should be out later this year on Steam. We haven’t yet seen confirmation of a PSVR or Oculus Quest version of the game but, seeing as the first installment came to both, we’d imagine it’s on the cards.

Halfbrick will be live streaming the game again, this time on Steam, at 9am AEST on October 5 (or 4pm PT in on October 4th in the US), so tune in then if you want to find out more.

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Maine applies for floating demo lease - reNEWS

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The Maine Governor’s Energy Office (GEO) has submitted an application to the US Bureau of Ocean Energy Management (BOEM) to lease a site 48km offshore in the Gulf of Maine for the country’s first floating offshore wind research site in federal waters.

The State hopes to deploy a small-scale research array of 12 or fewer wind turbines on floating hulls designed at the University of Maine in a 4.5-square-km area.

Maine hopes that the project will advance UMaine’s patented technology and will foster leading research into how floating offshore wind interacts with Maine’s marine environment, fishing industry, shipping and navigation routes.

The area of the research site is smaller than initial projections and which represents approximately 0.04% of the Gulf of Maine.

It was selected following a public outreach process led by GEO, which included an analysis by the Maine Department of Marine Resources that helped identify areas that minimised known potential impacts on the fishing industry.

There is no specific timeline required for the application review by BOEM, which is separate process from the State’s work to date, but it is expected to take several years before all permitting is secured and construction could begin.

Governor Janet Mills said: “Maine is uniquely prepared to create good-paying jobs across the state and reduce our crippling dependence on fossil fuels through the responsible development of offshore wind technology.

“This small-scale research site 30 miles off the coast will become home to innovative technology developed here in Maine.

“The research project will help establish the best way for our state to embrace the vast economic and environmental benefits of offshore wind.

“Fundamentally, I believe that offshore wind and Maine’s fishing industry can not only coexist, but can help us build a stronger economy and a brighter, more sustainable future for Maine people.”

University of Maine president Joan Ferrini-Mundy said: “This small-scale research array is a significant next step in the evolution of the University of Maine's patented floating offshore wind technology and our commitment to Maine’s future.”

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Firegirl: Hack 'n Splash Rescue Demo Impressions - Very Intense - Sirus Gaming

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When I first saw the trailer for Firegirl: Hack n Splash Rescue, the first thing that came to mind was… is this Fire Force? As actual firefighters? But more than that, the presentation and visuals is what interested me the most. Battling monster born of fire, and saving people in distress, and finding that balance to do both while a wall of fire is right at your back. That’s plenty of reason to like this game, right?

Well… that’s half the story, yes. Turns out, watching gameplay from the trailer is a bit different from actually playing it from the demo of Firegirl.

My first minutes of the game, did not go as planned. I was going to play the demo with a controller. But the game doesn’t recognize PlayStation controllers. A bit of a not-so-good start, forcing me to go mouse and keyboard for a game that’s better with a controller. It was ok for the most part, A & D moved our Firegirl around and W & S panned the camera above and below. This came in handy for situations when you’re looking routes or seeing if the jump you’re about to make has fire just beyond the screen.

It was when I was using the fire hose that it started giving me problems. Seems like the controls are a little sensitive on mouse, to the point that you’re either accurate the first time or spraying the floor. This is problem since you need to be steady when putting out flame monsters. Also, if you’re having to adjust your aim every time you use the hose, it’s going to waste some of that precious water reserved.

Other than getting used to mouse controls, the rest of the tutorial stage was serviceable. Using the hose as a water based jetpack is fun, but I’m not about to go through a building by hovering over everything… or was I?

Our first fire post training was a building on fire. The chief tells us how many people need help over the radio, before we literally burst onto the scene using the firetruck, and the mission starts proper. I have to say, the visuals are far impressive than I expected. Fire was everywhere, and there is a pressure to keep moving forward – first by the count down timer before the building collapses and by the wall of fires that’s clearly there so that I won’t waste time back tracking. It is technically impressive.

So, I go through the bottom of the building. Half expecting to see signs of help or any indicator as to where the victims might be. I reach the end of the hall, and then leave the building. My first job, and messed it up so badly by not saving anyone. But the game doesn’t tell me that. I was still getting paid with funding and fan donations. Yes, FAN DONATIONS. Somewhere, somehow, people are watching me and by doing heroic acts, I get more fans and donations. The funny thing is, on my second mission, the only thing I saved was a cat. And that was enough reason for the mayor to give me a medal.

Sure, we find out a little more about the world and the fire monsters that terrorize it, but let’s not forget the fact that I got a medal for saving a cat. Ok… I guess.

From that point on, it was the same mission over and over again. The same burning building, the same enemies. I was hoping to see the other locations too – the forest and the burning train. But seeing as this is a demo, I can understand why they aren’t there yet. Every run I go through gets me more money for upgrades. And that’s about it actually. It’s to see how far the player can go while familiarizing themselves to the mechanics. Oh, and sometimes the people you save want to be hired as station staff. And that means, more upgrades and the place looks that much more livelier.

For me, it’s an ok gameplay loop. There’s no story to care about yet, and the demo is just missing out on the variety provided by a second level type. But it does let us see what we can buy and upgrade. So, I’ll take whatever I can get for now.

While I do like the gameplay loop as an idea. There are some things I draw issue with. Mostly, the hit animation takes forever to complete. I suppose it’s to give greater importance to not rushing through a stage. But watching Firegirl get enveloped in flames, and eventually flame out, gets tiring. Especially times when I really just want to GTFO. I don’t know, it’s drawn out and annoying. Fighting monsters has its moments though. It feels good to stand your ground as flame monsters advance. Hitting monsters off ceilings and the flame bats, with mouse controls, that’s not so good feeling.

Also, I feel like the timer is too strict. There are stages when I think I can afford to stay a little longer to search for more survivors, only to be pressured to leave 30 seconds later. Water’s a scarce resource. And while the extra time and water pick up’s that pop up here and there help, if a couple of hits is enough to make me play it as cautiously as possible, doesn’t that ruin the pacing a bit?

Despite looking very sharp for 2-D sprites with 3-D environments, the near oppressive gameplay loop is something I draw concern with. And if PlayStation controllers still aren’t recognized in the full release, it’s not going to get easier moving forward, especially when mouse controllers are as sensitive as they are with this demo. But it might just be a case of getting used to it.

Firegirl: Hack & Splash Rescue seems like a very fun game, and maybe I got the wrong impressions from the demo build. Perhaps the full release might set everything right. I sure hope so.

The game will launch on PC and all major consoles on December 14th, 2021. In the meantime the demo of the game is still up on Steam Next Fest until Oct. 7th, 2021.

For more information on Firegirl, visit the developer’s official website here.

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Public invited to observe test of voting equipment; demo set for Friday - Wilkes-Barre Citizens Voice

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The public is invited to observe testing of Luzerne County’s electronic voting system this week, acting county Manager Romilda Crocamo announced.

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DTM, Schaeffler Handle Demo of Electric Race Car With Riedel IP Mesh Network - Sports Video Group

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When the remarkable, 1200-horsepower, fully electric DTM Electric Demo Car took to the 4,326-meter-long Red Bull Ring in Spielberg, Austria, earlier this month, Riedel Communications’ networking and communications technology enabled DTM Trophy champion Tim Heinemann to drive the car remotely using a state-of-the-art simulator 82 kilometers away. The race car completed a breathtaking driverless lap at speeds of up to 180 kph during the cutting-edge demonstration, the “DTM Electric Remote Run” presented by DTM and Schaeffler, prior to the Sunday race at the Red Bull Ring.

“Latency was the biggest challenge we faced in making this demo work, followed by network stability — ensuring all signals were received, all the time,” says Michael Resl, Director of Competition and Technology at DTM. “As experts in networking and communications solutions and the mission-critical transmission of audio, video, and data signals — both wired and wireless — Riedel was cut out for the job.”

Riedel technology connected Heinemann and the simulator at the AVL Racing facility in Graz with the racetrack and supported wireless connections between the pit lane and the race car. Operating close to the speed of light, the fully redundant Riedel IP Mesh system carried video, communications, and the remote car control signals with the highest possible reliability.

“The car was controlled using Schaeffler’s drive-by-wire solutions, the well-known “Space Drive” technology among them, eliminating the need for a physical link between the steering wheel and the front wheels,” continues Resl. “This technology opened the door for a pioneering demonstration of a remotely controlled race car. The Riedel IP Mesh system supported ultra-reliable, low-latency transport of data, and the company’s Bolero wireless intercom system and SmartPanels facilitated flexible, high-fidelity communications for teams working at the simulator site and at the racetrack.

“Reducing latency enough to remotely control a race car moving at 180 kph required the most cutting-edge wireless technologies and expertise. At this speed, 20 milliseconds of latency in the connection translates to a meter traveled,” adds Matthias Zink, CEO Automotive Technologies at Schaeffler. “Large, well-known telecommunications companies were not up for the challenge, but Riedel stepped in and made it possible. This groundbreaking remote run is sure to provide new impetus for the future of racing, in terms of both e-mobility and remote and autonomous driving.”

“When it comes to pioneering technology, testing boundaries, and entering unknown territory, we are there,” says Lutz Rathmann, Director of the Managed Technology Division at Riedel Communications. “We live to push the boundaries of the possible and to enable our customers to achieve their creative visions. That’s why we are delighted to be part of this exciting project, which absolutely depends on the data, audio, and video streams being as reliable and fast as physically possible.”

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Sunday, October 3, 2021

Save a life: Watch the free Portable Generators 101 demo - NOLA.com

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As happens after every natural disaster that knocks out power, there was a regionwide surge in injuries and some fatalities from improper generator use during Hurricane Ida and the aftermath.

In just one night, nine people in St. Tammany Parish received emergency medical care for carbon monoxide poisoning created by a portable generator running in the garage, officials said.

"During Ida, we responded to numerous calls, (including) structure fires, physical burns and carbon monoxide poisoning from people improperly using portable generators," St. Tammany District No. 1 Fire Chief Chris Kaufman said.

In response, the fire district will hold a Generator 101 safety class on Oct. 9 in the Petsmart parking lot by the traffic circle in Slidell.

The 9 a.m. demonstration at 290 Town Center Parkway will cover the use, safety and maintenance of the equipment. There will be a chance to ask questions and discuss concerns during the 90-minute event.

For more information, visit www.Slidellfire.org, the department's Facebook page, Instagram or on Twitter.

Purchases made via links on our site may earn us an affiliate commission

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