Star Trek: Section 31 — The Godsend

As part of the Fritzes Best Interfaces award for 2026, I am reviewing the interfaces in Star Trek: Section 31. This post is about the quadrant-destroying weapon of mass destruction called the Godsend. Note this blog generally eschews analysis of weapons, but this one is more MacGuffin than blueprint, and it has the worst interface in the film.

Title card for 'Coded Transmission 2: The Godsend' featuring dynamic background effects.

The Godsend is a weapon that Georgiou had created when she was Emperor. It is meant to function as a scorched-earth deterrent to her enemies.

It triggers a chain reaction, like a virus passing between planets. Everything in its path incinerates. An entire quadrant would be lost.

To her credit, she says she ordered it destroyed, but it was secretly stored by San and later brought to Prime. It is a metal object, roughly a sphere, and slightly smaller than a human head. Around its “equator” it has a smooth belt punctuated by 10 mistily-glowing circles. The hemispheres outside this belt are faceted. There are lots of flat nurnies and greebles on the surface with no obvious purpose. They’re not even aposematic, which would be appropriate.

A metallic spherical device with intricate patterns and glowing elements, resting on a smooth surface.

When Georgiou and Sahar teleport to San’s ship, combat ensues, and in the fray San accidentally knocks the Godsend off its pedestal. It hits the floor and malfunctions, exhibiting a complex set of behaviors I’ll just call the “tick”:

  • We hear a mechanical clockwork ticking.
  • The belt rotates a few degrees clockwise (as seen from the north pole).
  • The upper hemisphere rotates a few degrees counter-clockwise.
  • One of the white circles turns pinkish-red.

(I know that north and south are arbitrary conventions here, but it helps with the description.) After the tick is complete, its computer voice says, “Detonation sequence activating”. The voice is low, raspy, and appropriately menacing.

A metallic spherical object featuring intricate geometric designs and illuminated colored orbs, placed on a surface.

After a beat, it ticks again. A second circle turns red, and the voice says, “Awaiting biosignature confirmation”. Amidst the ongoing fighting and ship careening, the Godsend gets kicked around a lot and, at intervals, continues to tick.

San and Fuzz are defeated, and as the ship nears the portal, Georgiou picks the Godsend up off the floor. It ticks again. She places her hand on the “north pole” for about two seconds.

A hand gripping a futuristic, spherical device with intricate designs and glowing elements, set against a blurred background of lights.

The remaining white circles turn red, and the voice says, “Biosignature confirmed…Detonation in 60 seconds.” It announces again at the 30 second mark and continues to rotate at intervals. The voice warning comes again at 10, and then each second from 5 to 1. At zero there is a blinding light as it explodes just inside the portal on the Mirror Universe side as Georgiou and Sahar beam back to safety on the scow.

OK. So this thing…

It’s almost purely narrative

…this thing is diegetic nonsense.

A futuristic black sphere with a geometric design rolling on a shiny surface, illuminated by warm lighting.
Thank you for turning me on.

It arms accidentally? From being dropped on the floor? That can’t be its intended operation, so, a quadrant-destroying weapon of mass destruction was just, you know, poorly engineered? No one thought that this heavy, spheroid, metallic object might ever slip out of a hand? Or was it sabotaged like the Death Star, adding this flaw somewhere along the engineering process? Let’s hope that saboteur also immediately fled the quadrant afterward, taking along…I don’t know…every single one of their loved ones with them, along with all the innocents who might get incinerated in the blast? What size getaway ship were they working with?

Next, why is there a countdown for a detonation sequence that still requires authorization? What would happen if the detonation sequence completed without being authorized?

  • If nothing, then the countdown is just a goofy, extradiegetic tension-building function.
  • If something, shouldn’t the voice alert the user to those stakes?

Why is the countdown visualizer spread in a ring around a sphere? That makes it entirely possible that those critical signals are hidden from view for about half the time they are relevant. And they’re inset, meaning that even when looking at the facing side, at most three of them are clear. We will just see slivers of the other two. The design hides most of the visual part of the countdown from view.

A futuristic, intricately designed robotic device with a geometric shape and illuminated features, set against a dark, red-toned background.
Either the countdown isn’t underway here, or it’s halfway through. Who knows?

The choice of authorization (two-second hand on the pole) is easily understandable by the audience, but seems really, really prone to accidental activation. The pole is how one might, you know, carry it, or hold the damned thing while dusting the shelf underneath it.

A close-up of a person holding a glowing, ornate metallic artifact with red elements, set against a dark background.

One of the key principles for deterrents (we got “good” at this during the Cold War) is automaticity. If the one person who can trigger it can be killed before they activate the deterrent, then it’s just a tactical exercise: separate the authorizer from the device, or assassinate them quickly before they can activate it. If it’s biometric, tactics can be just making sure that body part is destroyed first. Both of these interventions are possible given the design of the Godsend. Really it should have a dead man’s switch, not an activation trigger.

If it was left as an activation trigger, the biosignature long-hold is the moment that a countdown is relevant. It would give the carrier a beat to think, “Oh, gods, no. I was just cleaning!” and reposition their hand for safety before going to change pants. The moment her hand is in place, the device should then signal a countdown in a way that it is undeniably perceptible to Georgiou—no matter in what orientation she is holding it. And it shouldn’t just be visual with intermittent audio, as we hear in the film. The audio should be constant, visuals should be on every side of the device, it should provide rising haptic feedback, and reach out to all nearby computer-controlled actuators to have them broadcast that everything’s about to be borked, send a last 🩷 SMS to your loved ones. Having it announce that it’s going to blow after a silent long-hold is very, very bad design. We can argue security through obscurity here, but the cost of accidental activation is far too catastrophic.

Maybe the thing that’s been keeping the Prime Universe safe all along from the fascists in the Mirror Universe is that they’re terrible designers and rotten engineers. It is a testament to how much I like the other interfaces that this one didn’t drag the rest of them down with it, because it’s just an immersion-breaking misery.

Next up: The Section 31 report card

Panther Glove Guns

As I rule I don’t review lethal weapons on scifiinterfaces.com. The Panther Glove Guns appear to be remote-bludgeoning beams, so this kind of sneaks by. Also, I’ll confess in advance that there’s not a lot that affords critique.

We first see the glove guns in the 3D printer output with the kimoyo beads for Agent Ross and the Dora Milaje outfit for Nakia. They are thick weapons that fit over Shuri’s hands and wrists. I imagine they would be very useful to block blades and even disarm an opponent in melee combat, but we don’t see them in use this way.

The next time we see them, Shuri is activating them. (Though we don’t see how) The panther heads thrust forward, their mouths open wide, and the “neck” glows a hot blue. When the door before her opens, she immediately raises them at the guards (who are loyal to usurper Killmonger) and fires.

A light-blue beam shoots out of the mouths of the weapons, knocking the guards off the platform. Interestingly, one guard is lifted up and thrown to his 4-o-clock. The other is lifted up and thrown to his 7-o-clock. It’s not clear how Shuri instructs the weapons to have different and particular knock-down effects. But we’ve seen all over Black Panther that brain-computer interfaces (BCI) are a thing, so it’s diegetically possible she’s simply imagining where she wants them to be thrown, and then pulling a trigger or clenching her fist around a rod or just thinking “BAM!” to activate. The force-bolt strikes them right where they need to so that, like a billiard ball, they get knocked in the desired direction. As with all(?) brain-computer interfaces, there is not an interaction to critique.

After she dispatches the two guards, still wearing the gloves, she throws a control bead onto the Talon. The scene is fast and blurry, but it’s unclear how she holds and releases the bead from the glove. Was it in the panther’s jaw the whole time? Could be another BCI, of course. She just thought about where she wanted it, flung her arm, and let the AI decide when to release it for perfect targeting. The Talon is large and she doesn’t seem to need a great deal of accuracy with the bead, but for more precise operations, the AI targeting would make more sense than, say, letting the panther heads disintegrate on command so she would have freedom of her hands. 

Later, after Killmonger dispatches the Dora Milaje, Shuri and Nakia confront him by themselves. Nakia gets in a few good hits, but is thrown from the walkway. Shuri throws some more bolts his way though he doesn’t appear to even notice. I note that the panther gloves would be very difficult to aim since there’s no continuous beam providing feedback, and she doesn’t have a gun sight to help her. So, again—and I’m sorry because it feels like cheating—I have to fall back to an AI assist here. Otherwise it doesn’t make sense. 

Then Shuri switches from one blast at a time to a continuous beam. It seems to be working, as Killmonger kneels from the onslaught.

This is working! How can I eff it up?

But then for some reason she—with a projectile weapon that is actively subduing the enemy and keeping her safe at a distance—decides to close ranks, allowing Killmonger to knock the glove guns with a spear tip, thereby free himself, and destroy the gloves with a clutch of his Panther claws. I mean, I get she was furious, but I expected better tactics from the chief nerd of Wakanda. Thereafter, they spark when she tries to fire them. So ends this print of the Panther Guns.

As with all combat gear, it looks cool for it to glow, but we don’t want coolness to help an enemy target the weapon. So if it was possible to suppress the glow, that would be advisable. It might be glowing just for the intimidation factor, but for a projectile weapon that seems strange.

The panther head shapes remind an opponent that she is royalty (note no other Wakandan combatants have ranged weapons) and fighting in Bast’s name, which I suppose if you’re in the business of theocratic warfare is fine, I guess.

It’s worked so well in the past. More on this aspect later.

So, if you buy the brain-computer interface interpretation, AI targeting assist, and theocratic design, these are fine, with the cinegenic exception of the attention-drawing glow.


Black History Matters

Each post in the Black Panther review is followed by actions that you can take to support black lives.

When The Watchmen series opened with the Tulsa Race Massacre, many people were shocked to learn that this event was not fiction, reminding us just how much of black history is erased and whitewashed for the comfort of white supremacy (and fuck that). Today marks the beginning of Black History Month, and it’s a good opportunity to look back and (re)learn of the heroic figures and stories of both terror and triumph that fill black struggles to have their citizenship and lives fully recognized.

Library of Congress, American National Red Cross Photograph Collection

There are lots of events across the month. The African American History Month site is a collaboration of several government organizations (and it feels so much safer to share such a thing now that the explicitly racist administration is out of office and facing a second impeachment):

  • The Library of Congress
  • National Archives and Records Administration
  • National Endowment for the Humanities
  • National Gallery of Art
  • National Park Service
  • Smithsonian Institution and United States Holocaust Memorial Museum

The site, https://www.africanamericanhistorymonth.gov/, has a number of resources, including images, video, and calendar of events for you.

Today we can take a moment to remember and honor the Greensboro Four.

On this day, February 1, 1960: Through careful planning and enlisting the help of a local white businessman named Ralph Johns, four Black college students—Ezell A. Blair, Jr., Franklin E. McCain, Joseph A. McNeil, David L. Richmond—sat down at a segregated lunch counter at Woolworth’s in Greensboro, North Carolina, and politely asked for service. Their request was refused. When asked to leave, they remained in their seats.

Police arrived on the scene, but were unable to take action due to the lack of provocation. By that time, Ralph Johns had already alerted the local media, who had arrived in full force to cover the events on television. The Greensboro Four stayed put until the store closed, then returned the next day with more students from local colleges.

Their passive resistance and peaceful sit-down demand helped ignite a youth-led movement to challenge racial inequality throughout the South.

A last bit of amazing news to share today is that Black Lives Matter has been nominated for the Nobel Peace Prize! The movement was co-founded by Alicia Garza, Patrisse Cullors and Opal Tometi in response to the acquittal of Trayvon Martin’s murderer, got a major boost with the outrage following and has grown to a global movement working to improve the lives of the entire black diaspora. May it win!

Staff of the Living Tribunal

This staff appears to be made of wood and is approximately a meter long when in its normal form. When activated by Mordo it has several powers. With a strong pull on both ends, the staff expands into a jointed energy nunchaku. It can also extend to an even greater length like a bullwhip. When it impacts a solid object such as a floor, it seems to release a crack of loud energy. Too bad we only ever see it in demo mode.

How might this work as technology?

The staff is composed of concentric rings within rings of material similar to a collapsing travel cup. This allows the device to expand and contract in length. The handle would likely contain the artificial intelligence and a power source that activates when Mordo gives it a gestural command, or if we’re thinking far future, a mental one. There might also be an additional control for energy discharge.

In the movie, sadly, Mordo does not use the Staff to its best effect, especially when Kaecilius returns to the New York sanctum. Mordo could easily disrupt the spell being cast by the disciples using the staff like a whip, but instead he leaps off the balcony to physically attack them. Dude, you’re the franchise’s next Big Bad? But let’s put down the character’s missteps to look at the interface.

Mode switching and inline meta-signals

Any time you design a thing with modes, you have to design the state changes between those modes. Let’s look at how Mordo moves between staff, nunchaku, and whip in this short demonstration scene.

To go from staff to nunchaku, Mordo pulls it apart. It’s now in a dangerous state, so is there any authentication or safety switch here? It could be there, but all passive via contact sensors, which would be the best so it could be activated in a hurry. The film doesn’t give us any clue, really, so that’s an open question.

How does it know to go from nunchaku to whip? It sure would be crappy to bet on a disabling thwack against your opponent only to find it lazily draping over a shoulder instead. (Pere Perez might have advanced ideas, given his ideas on light saber tactics.) Again, this state change could be passive, detecting in real time the subtle gestural differences in a distal snap, which a bullwhip would need, and lateral force, which sets the nunchaku spinning, and adjust between the two accordingly. Gestural and predictive technologies are not particularly cinegenic, so let’s give it the benefit of the doubt and say that’s what’s happening.

A last mode is After Mordo cracks it against the ground, it retracts back to Staff form. This is the hardest one to buy. Certainly it’s a most dramatic ending for Mordo’s demonstration. But does it snap back automatically after it strikes a surface? Automation is not always the answer. Deliberate control would mean Mordo doesn’t have to waste time undoing unwanted automatic actions.

Critical systems must be extremely confident in their interpretations before automation is the right choice.

It might be that this particular gesture is a retraction signal, but how the Staff distinguishes this from a mid-combat strike is tricky. It would have to have sophisticated situational awareness to know the difference, and it doesn’t display this. Better backworlding would point at some subtle gestural signal from Mordo. A double-tightening of his grip, maybe. Or even a double-slight-release of his grip, since that’s something he’s quite unlikely to do in combat.

This is a broad pattern for designers to remember. Inline control signals should be simple-to-provide, but unlikely to occur in literal use. Imagine if the Winter Soldier’s Trigger Phrase wasn’t “Longing, rusted, 17, daybreak, furnace, 9, benign, homecoming, 1, freight car” but instead was the word “the.” He’d be berserking every few seconds. Unworkable. So, if you were designing the Staff’s retraction command gesture, you’d have to pick something he could remember and perform easily, and that would be difficult to accidentally provide.

If Mordo has the staff in the next film, I hope the control modes are clearer and of course well-designed.

Door Bomb and Safety Catches

Johnny leaves the airport by taxi, ending up in a disreputable part of town. During his ride we see another video phone call with a different interface, and the first brief appearance of some high tech binoculars. I’ll return to these later, for the moment skipping ahead to the last of the relatively simple and single-use physical gadgets.

Johnny finds the people he is supposed to meet in a deserted building but, as events are not proceeding as planned, he attaches another black box with glowing red status light to the outside of the door as he enters. Although it looks like the motion detector we saw earlier, this is a bomb.

jm-12-doorbomb-a-adjusted

This is indeed a very bad neighbourhood of Newark. Inside are the same Yakuza from Beijing, who plan to remove Johnny’s head. There is a brief fight, which ends when Johnny uses his watch to detonate the bomb. It isn’t clear whether he pushes or rotates some control, but it is a single quick action.

jm-12-doorbomb-b-adjusted

This demonstrates an interesting difference between interface design for the physical world and for software systems. Inside a computer, actions are just flipping bits in storage and thus easy to undo. Even supposedly destructive actions such as erasing files can often be reversed. In the real world, the effects of, for example, explosions tend to be much more permanent.

We generally don’t want destructive actions to be too easy to perform, from guns and other things that go boom to formatting computer disks.

A widely used solution in the real world is the safety catch, as with guns, or arming switch, seen in countless thriller films with nuclear weapons. Another example are the two-hand safety switches used in high voltage electrical distribution panels. Activation of these requires two individual actions, separated in time and at least a short distance in space. Some systems, both real and in film, go even further and have covers on the arming switches, so even just preparing for activation requires two separate physical actions.

While the bomb is on his belt, Johnny doesn’t have to worry about accidentally pressing the “explode” button on his watch because the bomb is not active. Only after he has armed it and placed on the door can the watch activate the bomb, so he can take his time and verify whether or not it is necessary before doing so. And when it is active, he can do so very quickly even though he is in the middle of a fight.

But safety catches and arming switches introduce modes to an interaction, which have a bad reputation in interface design. Had the watch-bomb designers followed most conventional GUI design guidelines, there would be no arming switch on the bomb. Instead the watch would have popped up a “Do you really want to explode the bomb (Y/N)?” dialog, possibly with a short delay to ensure Johnny thought about his decision before answering. He would have been decapitated.

Compare to LoTek

Later on in the film we see an example of a poorly designed system without a safety catch. The LoTeks in their bridge home have a defensive “bug dropper”, so called because it drops ancient Volkswagens from a great height.

jm-12-bugdropper-animated

The bug dropper can be activated by pushing just a single handle. Because there is no safety switch, a guard accidentally drops a flaming VW Beetle onto the lead characters, nearly killing them.

Conclusion

From the description above it would seem that safety catches are the obvious solution. But of course it’s more complicated than that. Consider what would have happened if Johnny had met friends instead of enemies and settled down for a conversation. Thirty minutes later they’ve agreed on another meeting, and Johnny taps his watch to bring up the reminders app. Oops!

Should the bomb have disarmed itself after a given time period? If it did, how would Johnny be notified of this?

Most of us do not design interfaces for lethal hardware and life or death situations. There are however an increasing number of drones and other physical devices which are now remotely controlled from phone or tablet apps rather than dedicated hardware controllers as in the past. The “Internet of Things” will bring even more real world actions under computer interface control. In the future, we will most likely see more of these safety catches and arming switches in computer interfaces, and we need to figure out how to use them properly.

Loki’s glaive: Projectile gestures

TRIGGER WARNING: IF YOU ARE PRONE TO SEIZURES, this is not the post for you. In fact, you can just read the text and be quit of it. The more neurologically daring of you can press “MORE,” but you have been forewarned.

If the first use of Loki’s glaive is as a melée weapon, the second use is of a projectile weapon. Loki primes it, it glows fiercely blue-white, and then he fires it with usually-deadly accuracy to the sorrow of his foes.

This blog is not interested in the details of the projectile, but what is interesting is the interface by which he primes and fires it. How does he do it? Let’s look. He fires the thing 8 times over the course of the movie. What do we see there?

Priming

At first I thought there was no priming mechanism, or that it was invisible. After all, we don’t see him squeeze it or anything. But braving the gifs I noticed that there is a gesture that precedes the glow, and that’s his expression. He gets haterface right before he fires. The only time we can’t verify it is when he’s not looking at the camera. Which is a nifty realization that the firing mechanism is an affective interface—a brain interface capable of deducing emotion.

Firing

If that’s how he primes it, loading the chamber so to speak, how does he launch it? Most of the time he fires it, he does this gesture thing, where he kind of slams the projectile away: With the glaive pointed forward in his right hand, he cocks his left arm back and then in one fast jerk, he pulls the glaive back and thrusts his left hand forward towards the target, counterbalancing the weight and sending the Magic Missile to do its nefarious work.

But then there’s this fight with Thor atop Stark tower, and for one particularly dancy move he spins around, lays the glaive across his shoulders until it’s pointed at his brother, and it fires. There’s no cocking back or counterbalancing. It just goes.

So what’s going on there? Well, it’s not clear, but at the very least it means that the thing is responding to something other than his usual gesture. We can’t see his face, so it’s Occam-logical that it’s affective, i.e. responding to his haterface again.

Ok, then, what’s all the dramatic gesture for throughout the rest of the film? Well, I think Stark said it best when he explained that, “Loki is a full-tilt diva. He wants flowers. He wants parades.” He must dance his hate, and the glaive lets him do that. Better him than Thanos, I guess.

Note that in this way the glaive serves a humane purpose similar to what Ruby Rhod’s staff does for him: it allows him to express his abundance of personality. I’m poking a bit of fun, but in all seriousness I’m quite fond of expressive technology, of things that let us do more than do, and convey a bit of who we are.

It’s nice to see that in a sci-fi interface. Even if it’s a deadly alien weapon.

Usually he’s all…
Staff-bolt03
Staff-bolt05

But this one time he’s all…

Staff-bolt08

Escape pod weapons cache

I wish that the last Starship Troopers interface wasn’t this one, but so it goes.

After piloting the escape pod through the atmosphere using the meager interfaces she has to work with, it careens off of a hill to pierce the thin wall of a mountainside and landing Ibanez and Barcalow squarely in the dangerous depths of bug burrows.

After checking on Ibanez, Barcalow exits the pod and struts around to the back of it, where he pulls open a panel to access the weapons within.

So equipped, the pair are able to defend themselves at least a few moments before being overwhelmed by superior bug numbers.

StarshipTroopers-podweapons-07

So. OK. This.

I want to ask why, in the first place, they would get out of a vehicle that can survive space, re-entry, breaking through a frakking mountainside, and crash landing without so much as a scratch. If they’d stayed there, would the bugs have been able to get at them? Couldn’t staying inside of it given them at least a fighting chance until Rico got there? The glass didn’t break when slammed at terminal velocity into stone. I think it can handle bug pincers. But I digress. that’s a question of character logic, not interfaces, so let me put that aside.

Instead, let me ask about the design rationale of putting the weapons in an exterior compartment. Wouldn’t it make more sense to put them inside the pod? If they’d landed with hostiles present outside the vehicle, what was the plan, ask them to hold on while you grabbed something from the trunk?

Additionally, it appears that there are no security features. Barcalow just opens it. Silly seeming, of course, but that’s how it should work, i.e., for the right person it just opens up. So in the spirit of apologetics—and giving it way more credit than it’s earned across this film—let’s presume that the pod has some passive authentication mechanism that biometrically checks him at a distance and unlocks the panel so that he doesn’t even have to think about it, especially in this crisis scenario.

That’s an apologetics gift from me to you, Starship Troopers, since I still have a soft spot in my heart for you.

Live fire exercise

StarshipTroopers-Gunner-Practice-19

After the capture the flag exercise, the recruits advance to a live ammo exercise. In this one, the recruits have weapons loaded with live ammo and surge in waves over embankments. They wear the same special vests they did in the prior exercise that detect when they are hit with a laser, flashing briefly with red lights on the front and back and thereafter delivering a debilitating shock to the wearer until the game is over. As they approach the next embankment, dummies automatically rise up and fire lasers randomly towards the recruits. The recruits shoot to destroy the dummies, making it safe to advance to the next embankment.

During the exercise, recruit Breckinridge’s helmet suffers a malfunction, and Rico foolishly helps him remove it to try and fix it. A nearby recruit is hit with a laser, who in her shock fires her weapon spastically and accidentally fatally shoots Breckinridge in the head.

StarshipTroopers-Gunner-Practice-22
StarshipTroopers-Gunner-Practice-23

There was some good discussion on the War Game Equipment post about whether or not practicing against human-like targets is warranted and wise. Instead, we can focus on how this happened in the first place.There are so many technological options.

  • Rubber bullets first.
  • The weapons should know when they are aiming at allies and not fire but register the shot.
  • The weapons should know when their soldier is shocked, and lock up so they can’t fire. After all, the shock is not a common thing to happen on the field, so why ask soldiers to practice controlling a weapon during it.
  • The helmet should know when it’s unbuckled on the field, and shut down the exercise on the spot.

These devices can be unlocked after the soldiers prove themselves competent with these constraints. Any good learning design should ease learners into skills that could prove fatal.

Eve’s Gun

EvesGun02

For personal security during her expeditions on Earth, Eve is equipped with a powerful energy weapon in her right arm. Her gun has a variable power setting, and is shown firing blasts between “Melt that small rock” and “Mushroom Cloud visible from several miles away”

EvesGun03_520

After each shot, the weapon is shown charging up before it is ready to fire again. This status is displayed by three small yellow lights on the exterior, as well as a low-audible charging whine. Smaller blasts appear to use less energy than large blasts, since the recharge cycle is shorter or longer depending on the damage caused.

EvesGun01

On the Axiom, Eve’s weapon is removed during her service check-up and tested separately from her other systems. It is shown recharging without firing, implying an internal safety or energy shunt in case the weapon needs to be discharged without firing.

While detached, Wall-E manages to grab the gun away from the maintenance equipment. Through an unseen switch, Wall-E then accidentally fires the charged weapon. This shot destroys the systems keeping the broken robots in the Axiom’s repair ward secured and restrained.

Awesome but Irresponsible

I am assuming here that BNL has a serious need for a weapon of Eve’s strength. Good reasons for this are:

  • They have no idea what possible threats may still lurk on Earth (a possible radioactive wasteland), or
  • They are worried about looters, or
  • They are protecting their investment in Eve from any residual civilization that may see a giant dropship (See the ARV) as a threat.

In any of those cases, Eve would have to defend herself until more Eve units or the ARV could arrive as backup.

Given that the need exists, the weapon should protect Eve and the Axiom. It fails to do this because of its flawed activation (firing when it wasn’t intended). The accidental firing scheme is an anti-pattern that shouldn’t be allowed into the design.

EvesGun05

The only lucky part about Wall-E’s mistake is that he doesn’t manage to completely destroy the entire repair ward. Eve’s gun is shown having the power to do just that, but Wall-E fires the weapon on a lower power setting than full blast. Whatever the reason for the accidental shot, Wall-E should never have been able to fire the weapon in that situation.

First, Wall-E was holding the gun awkwardly. It was designed to be attached at Eve’s shoulder and float via a technology we haven’t invented yet. From other screens shown, there were no physical buttons or connection points. This means that the button Wall-E hits to fire the gun is either pressure sensitive or location sensitive. Either way, Wall-E was handling the weapon unsafely, and it should not have fired.

EvesGun00

Second, the gun is nowhere near (relatively speaking) Eve when Wall-E fires. She had no control over it, shown by her very cautious approach and “wait a minute” gestures to Wall-E. Since it was not connected to her or the Axiom, the weapon should not be active.

EvesGun04

Third, they were in the “repair ward”, which implies that the ship knows that anything inside that area may be broken and do something wildly unpredictable. We see broken styling machines going haywire, tennis ball servers firing non-stop, and an umbrella that opens involuntarily. Any robot that could be dangerous to the Axiom was locked in a space where they couldn’t do harm. Everything was safely locked down except Eve’s gun. The repair ward was too sensitive an area to allow the weapon to be active.

In short:

  1. Unsafe handling
  2. Unauthorized user
  3. Extremely sensitive area

Any one of those three should have kept Eve’s gun from firing.

Automatic Safeties

Eve’s gun should have been locked down the moment she arrived on the Axiom through the gun’s location aware internal safeties, and exterior signals broadcast by the Axiom. Barring that, the gun should have locked itself down and discharged safely the moment it was disconnected from either Eve or the maintenance equipment.

A Possible Backup?

There is a rationale for having a free-form weapon like this: as a backup system for human crew accompanying an Eve probe during an expedition. In a situation where the Eve pod was damaged, or when humans had to take control, the gun would be detachable and wielded by a senior officer.

Still, given that it can create mushroom clouds, it feels grossly irresponsible.

In a “fallback” mode, a simple digital totem (such as biometrics or an RFID chip) could tie the human wielder to the weapon, and make sure that the gun was used only by authorized personnel. (Notably Wall-E is not an authorized wielder.) By tying the safety trigger to the person using the weapon, or to a specific action like the physical safeties on today’s firearms, the gun would prevent someone who is untrained in its operation from using it.

If something this powerful is required for exploration and protection, it should protect its user in all reasonable situations. While we can expect Eve to understand the danger and capabilities of her weapon, we cannot assume the same of anyone else who might come into contact with it. Physical safeties, removal of easy to press external buttons, and proper handling would protect everyone involved in the Axiom exploration team.

Section No6’s crappy sniper tech

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Section 6 sends helicopters to assassinate Kunasagi and her team before they can learn the truth about Project 2501. We get a brief glimpse of the snipers, who wear full-immersion helmets with a large lens to the front of one side, connected by thick cables to ports in the roof of the helicopter. The snipers have their hands on long barrel rifles mounted to posts. In these helmets they have full audio access to a command and control center that gives orders and recieves confirmations.

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The helmets feature fully immersive displays that can show abstract data, such as the profiles and portraits of their targets.

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These helmets also provide the snipers an augmented reality display that grants high powered magnification views overlaid with complex reticles for targeting. The reticles feature a spiraling indicator of "gyroscopic stabilization" and a red dot that appears in the crosshairs when the target has been held for a full second. The reticles do not provide any "layman" information in text, but rely solely on simple shapes that a well-trained sniper can see rather than read. The whole system has the ability to suppress the cardiovascular interference of the snipers, though no details are given as to how.

These features seem provocative, and a pretty sweet setup for a sniper: heightened vision, supression of interference, aiming guides, and signals indicating a key status. But then, we see a camera on the bottom of the helicopter, mounted with actuators that allow it to move with a high (though not full) freedom of movement and precision. What’s this there for? It wouldn’t make sense for the snipers to be using it to aim. Their eyes are in the direction of their weapons.

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This could be used for general surveillance of course, but the collection of technologies that we see here raise the question: If Section 9 has the technology to precisely-control a camera, why doesn’t it apply that to the barrel of the weapon? And if it has the technology to know when the weapon is aimed at its target (showing a red dot) why does it let humans do the targeting?

Of course you want a human to make the choice to pull a trigger/activate a weapon, because we should not leave such a terrible, ethical, and deadly decision to an algorithm, but the other activities of targeting could clearly be handled, and handled better, by technology.

This again illustrates a problem that sci-fi has had with tech, one we saw in Section 6’s security details: How are heroes heroic if the machines can do the hard work? This interface retreats to simple augmentation rather than an agentive solution to bypass the conflict. Real-world designers will have to answer it more directly.

R-3000 “Spider tank” vision

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Section 6 stations a spider tank, hidden under thermoptic camouflage, to guard Project 2501. When Kunasagi confronts the tank, we see a glimpse of the video feed from its creepy, metal, recessed eye. This view is a screen green image, overlaid with two reticles. The larger one with radial ticks shows where the weapon is pointing while the smaller one tracks the target.

I have often used the discrepancy between a weapon- and target-reticle to point out how far behind Hollywood is on the notion of agentive systems in the real world, but for the spider tank it’s very appropriate.The image processing is likely to be much faster than the actuators controlling the tank’s position and orientation. The two reticles illustrate what the tank’s AI is working on. This said, I cannot work out why there is only one weapon reticle when the tank has two barrels that move independently.

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When the spider tank expends all of its ammunition, Kunasagi activates her thermoptic camouflage, and the tank begins to search for her. It switches from its protected white camera to a big-lens blue camera. On its processing screen, the targeting reticle disappears, and a smaller reticle appears with concentric, blinking white arcs. As Kunasagi strains to wrench open plating on the tank, her camouflage is compromised, allowing the tank to focus on her (though curiously, not to do anything like try and shake her off or slam her into the wall or something). As its confidence grows, more arcs appear, become thicker, and circle the center, indicating its confidence.

The amount of information on the augmentation layer is arbitrary, since it’s a machine using it and there are certainly other processes going on than what is visualized. If this was for a human user, there might be more or less augmentation necessary, depending on the amount of training they have and the goal awareness of the system. Certainly an actual crosshairs in the weapon reticle would help aim it very precisely.

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