Kepler, the planet-hunting space telescope, is dead

3,000 potential exoplanets later, a failed reaction wheel means the end of the Kepler mission.

The Kepler telescope, a one tonne satellite launched in 2009 to scan for planets outside of our solar system, is dead.

Over the four years of its mission, the spacecraft has found over 3,000 stars which might have planets orbiting them, and the earth-based analysis has confirmed 134 planets orbiting 76 of them.

In April, the mission even announced the discovery of two potentially habitable planets. The two were roughly earth sized, and roughly earth temperature as well. Each of them might just lie in the "habitable zone", where liquid water can potentially exist.

Sadly, shortly after that discovery, Kepler ran into problems. The telescope manoeuvres through space with four reaction wheels, which keep it pointing in the right direction using a gyroscope effect. In July 2012, one of the wheels failed, but the mission was designed to only require three to accurately aim. In May this year, however, a second wheel failed. Yesterday, Nasa announced that they had given up trying to fix the wheels. Kepler can no longer be targeted accurately.

But, good news! Rumours of Kepler's death have been greatly exaggerated (by me, in paragraph one. Sorry.), because while the telescope can't be aimed any more, it's still useful. The imaging functionality works fine, and with two remaining reaction wheels and a limited amount of thruster fuel left it's even got a bit of manoeuvrability. NASA has opened it up to the community to work out the best way to make use of what's left working; one proposal, for instance, involves heavily post-processing the images to remove drift caused by the lack of a third wheel.

There's hope for the mission yet, which is great, because as Ars Technica's John Timmer writes, there's a lot more to learn:

A longer mission would identify planets further from their host stars. To identify a candidate, Kepler needs to see it pass between Earth and the star the exoplanet orbits three times. The further out a planet is, the longer one orbit takes, so the longer it will need to do three passes. As such, the existing data is heavily biased toward planets that orbit very close to their host stars; this also means that most of the potentially habitable planets we've spotted are orbiting dwarf stars, which are dim enough that water can remain liquid close in.

In other words, we simply haven't looked long enough to detect planets in a habitable zone around energetic stars. We have a much better picture of the diversity of exoplanets, but it's far from a complete one.

Kepler. Photograph: Wikimedia Commons

Alex Hern is a technology reporter for the Guardian. He was formerly staff writer at the New Statesman. You should follow Alex on Twitter.

Photo: Getty
Show Hide image

Move objects with your mind – telekinesis is coming to a human brain near you

If a user puts on the Neurable headset, they can move virtual objects with their thoughts. 

On 30 July, a blog post on Medium by Michael Thompson, the vice-president of Boston-based start-up Neurable, said his company had perfected a kind of technology which would be “redrawing the boundaries of human experience”. 

Neurable had just fulfilled the pipe dreams of science fiction enthusiasts and video game fanboys, according to Thompson – it had created a telekinetic EEG strap. In plain English, if a user puts on the Neurable headset, and plays a specially-designed virtual reality video game, they can move virtual objects with their thoughts. 

Madrid-based gaming company eStudioFuture collaborated with Neurable to create the game, Awakening. In it, the user breaks out of a government lab, battles robots and interacts with objects around them, all hands-free with Neurable's headset. Awakening debuted at SIGGRAPH, a computer graphics conference in Boston, where it was well received by consumers and investors alike.

The strap (or peripheral, as it’s referred to) works by modifying the industry standard headset of oversized goggles. Neurable's addition has a comb-like structure that reaches past your hair to make contact with the scalp, then detects brain activity via electroencephalogram (EEG) sensors. These detect specific kinds of neural signals. Thanks to a combination of machine-learning software and eye-tracking technology, all the user of the headset has to do is think the word “grab”, and that object will move – for example, throwing a box at the robot trying to stop you from breaking out of a government lab. 

The current conversation around virtual reality, and technologies like it, lurches between optimism and cynicism. Critics have highlighted the narrow range of uses that the current technology is aimed at (think fun facial filters on Snapchat). But after the debut of virtual reality headsets Oculus Rift and HTC Vive at 2016’s Game Developers conference, entrepreneurs are increasingly taking notice of virtual reality's potential to make everyday life more convenient.

Tech giants such as Microsoft, Facebook and Google have all been in on the game since as far back as 2014, when Facebook bought Oculus (of Oculus Rift). Then, in 2016, Nintendo and Niantic (an off-shoot from Google) launched Pokémon Go. One of Microsoft’s leading technical fellows, Alex Kipman, told Polygon that distinctions between virtual reality, augmented reality and mixed reality were arbitrary: "At the end of the day, it’s all on a continuum." 

Oculus’s Jason Rubin has emphasised the potential that VR has to make human life that much more interesting or efficient. Say that you're undergoing a home renovation – potentially, with VR technology, you could pop on your headset and see a hologram of your living room. You could move your virtual furniture around with minimal effort, and then do exactly the same in reality – in half the time and effort. IKEA already offers a similar service in store – imagine being able to do it yourself.

Any kind of experience that is in part virtual reality – from video games to online tours of holiday destinations to interactive displays at museums – will become much more immersive.

Microsoft’s Hololens is already being trialled at University College London Hospital, where students can study detailed holograms of organs, and patients can get an in-depth look at their insides projected in front of them (Hololens won’t be commercially available for a while.) Neurable's ambitions go beyond video games – its headset was designed by neuroscientists who had spent years working in neurotechnology. It offers the potential for important scientific and technological breakthroughs in areas such as prosthetic limbs. 

Whether it was a childhood obsession with Star Wars or out of sheer laziness, as a society, we remain fascinated by the thought of being able to move objects with our minds. But in actual realityVR and similar technologies bring with them a set of prickly questions.

Will students at well-funded schools be able to get a more in-depth look at topography in a geography lesson through VR headsets than their counterparts elsewhere? Would companies be able to maintain a grip on what people do in virtual reality, or would people eventually start to make their own (there are already plenty of DIY tutorials on the internet)? Will governments be able to regulate and monitor the use of insidious technology like augmented reality or mixed reality, and make sure that it doesn't become potentially harmful to minors or infringe on privacy rights? 

Worldwide spending on items such as virtual reality headsets and games is forecast to double every year until 2021, according to recent figures. Industry experts and innovators tend to agree that it remains extremely unlikely you’ll walk into someone examining a hologram on the street. All the same, VR technology like Neurable’s is slowly creeping into the fabric of our lived environment.