Engineering topics
Maida, James C.
Publications and source records attributed to Maida, James C..
Introduction to the Solid State Based Interior Lighting System for ISS
Solid state lighting assembly (SSLA) were designed to replace general luminaire assembly (GLA) for both general interior illumination and improved circadian rhythm through melatonin control using multiple spectrums. To accomplish these goals, the light is design to operate in 3 modes with 3 distinct spectrum. The different spectrum provide control of the blue portion of the light which impacts melatonin production in humans which impacts sleep. General mode is a 4500K "neutral" light spectrum intended to the be the default mode of operation for day to day operations. Pre-sleep mode is a 2700K "warm" light spectrum intended to be used by the crew at the end of the work day. Phase-shift mode is a 6500K "cool" light spectrum intended to be used for altering the crew's sleep patterns.
The Use of Photo-Luminescence as an Emergency Egress Guidance System on ISS
Because ever increasing performance, photoluminescence has moved from “glow in the dark” toys to greatly expanded use in offices, factories, homes and many other places where it can be charged regularly by light and seen clearly and effectively in the dark for extended periods of time.
Typical Spectral Power Distributions (SPD) for LED Based ISS Solid State Luminaires
No abstract available
Improving Robotic Operator Performance Using Augmented Reality
The Special Purpose Dexterous Manipulator (SPDM) is a two-armed robot that functions as an extension to the end effector of the Space Station Robotics Manipulator System (SSRMS), currently in use on the International Space Station (ISS). Crew training for the SPDM is accomplished using a robotic hardware simulator, which performs most of SPDM functions under normal static Earth gravitational forces. Both the simulator and SPDM are controlled from a standard robotic workstation using a laptop for the user interface and three monitors for camera views. Most operations anticipated for the SPDM involve the manipulation, insertion, and removal of any of several types of Orbital Replaceable Unit (ORU), modules which control various ISS functions. Alignment tolerances for insertion of the ORU into its receptacle are 0.25 inch and 0.5 degree from nominal values. The pre-insertion alignment task must be performed within these tolerances by using available video camera views of the intrinsic features of the ORU and receptacle, without special registration markings. Since optimum camera views may not be available, and dynamic orbital lighting conditions may limit periods of viewing, a successful ORU insertion operation may require an extended period of time. This study explored the feasibility of using augmented reality (AR) to assist SPDM operations. Geometric graphical symbols were overlaid on one of the workstation monitors to afford cues to assist the operator in attaining adequate pre-insertion ORU alignment. Twelve skilled subjects performed eight ORU insertion tasks using the simulator with and without the AR symbols in a repeated measures experimental design. Results indicated that using the AR symbols reduced pre-insertion alignment error for all subjects and reduced the time to complete pre-insertion alignment for most subjects.
Enhanced Lighting Techniques and Augmented Reality to Improve Human Task Performance
One of the most versatile tools designed for use on the International Space Station (ISS) is the Special Purpose Dexterous Manipulator (SPDM) robot. Operators for this system are trained at NASA Johnson Space Center (JSC) using a robotic simulator, the Dexterous Manipulator Trainer (DMT), which performs most SPDM functions under normal static Earth gravitational forces. The SPDM is controlled from a standard Robotic Workstation. A key feature of the SPDM and DMT is the Force/Moment Accommodation (FMA) system, which limits the contact forces and moments acting on the robot components, on its payload, an Orbital Replaceable Unit (ORU), and on the receptacle for the ORU. The FMA system helps to automatically alleviate any binding of the ORU as it is inserted or withdrawn from a receptacle, but it is limited in its correction capability. A successful ORU insertion generally requires that the reference axes of the ORU and receptacle be aligned to within approximately 0.25 inch and 0.5 degree of nominal values. The only guides available for the operator to achieve these alignment tolerances are views from any available video cameras. No special registration markings are provided on the ORU or receptacle, so the operator must use their intrinsic features in the video display to perform the pre-insertion alignment task. Since optimum camera views may not be available, and dynamic orbital lighting conditions may limit viewing periods, long times are anticipated for performing some ORU insertion or extraction operations. This study explored the feasibility of using augmented reality (AR) to assist with SPDM operations. Geometric graphical symbols were overlaid on the end effector (EE) camera view to afford cues to assist the operator in attaining adequate pre-insertion ORU alignment.
Photometric Evaluation of Photo-luminescent Materials for Multi-Egress Guidance Placards: Lighting Environment Test Facility
The purpose of this investigation was to evaluate several photo luminescent (PL) materials being considered for construction of emergency egress placards in the International Space Station (ISS). The use of PL material is intended to allow the placards to be read by ISS crew members in the event of an extensive power failure resulting in the loss of interior illumination.
Utilization of the Space Vision System as an Augmented Reality System For Mission Operations
Augmented reality is a technique whereby computer generated images are superimposed on live images for visual enhancement. Augmented reality can also be characterized as dynamic overlays when computer generated images are registered with moving objects in a live image. This technique has been successfully implemented, with low to medium levels of registration precision, in an NRA funded project entitled, "Improving Human Task Performance with Luminance Images and Dynamic Overlays". Future research is already being planned to also utilize a laboratory-based system where more extensive subject testing can be performed. However successful this might be, the problem will still be whether such a technology can be used with flight hardware. To answer this question, the Canadian Space Vision System (SVS) will be tested as an augmented reality system capable of improving human performance where the operation requires indirect viewing. This system has already been certified for flight and is currently flown on each shuttle mission for station assembly. Successful development and utilization of this system in a ground-based experiment will expand its utilization for on-orbit mission operations. Current research and development regarding the use of augmented reality technology is being simulated using ground-based equipment. This is an appropriate approach for development of symbology (graphics and annotation) optimal for human performance and for development of optimal image registration techniques. It is anticipated that this technology will become more pervasive as it matures. Because we know what and where almost everything is on ISS, this reduces the registration problem and improves the computer model of that reality, making augmented reality an attractive tool, provided we know how to use it. This is the basis for current research in this area. However, there is a missing element to this process. It is the link from this research to the current ISS video system and to flight hardware capable of utilizing this technology. This is the basis for this proposed Space Human Factors Engineering project, the determination of the display symbology within the performance limits of the Space Vision System that will objectively improve human performance. This utilization of existing flight hardware will greatly reduce the costs of implementation for flight. Besides being used onboard shuttle and space station and as a ground-based system for mission operational support, it also has great potential for science and medical training and diagnostics, remote learning, team learning, video/media conferencing, and educational outreach.
Predicting and Managing Lighting and Visibility for Human Operations in Space
Lighting is critical to human visual performance. On earth this problem is well understood and solutions are well defined and executed. Because the sun rises and sets on average every 45 minutes during Earth orbit, humans working in space must cope with ~ extremely dynamic lighting conditions varying from very low light conditions to severe glare and contrast conditions. For critical operations, it is essential that lighting conditions be predictable and manageable. Mission planners need to detelmine whether low-light video cameras are required or whether additional luminaires, or lamps, need to be flown . Crew and flight directors need to have up to date daylight orbit time lines showing the best and worst viewing conditions for sunlight and shadowing. Where applicable and possible, lighting conditions need to be part of crew training. In addition, it is desirable to optimize the quantity and quality of light because of the potential impacts on crew safety, delivery costs, electrical power and equipment maintainability for both exterior and interior conditions. Addressing these issues, an illumination modeling system has been developed in the Space Human Factors Laboratory at ASA Johnson Space Center. The system is the integration of a physically based ray-tracing package ("Radiance"), developed at the Lawrence Berkeley Laboratories, a human factors oriented geometric modeling system developed by NASA and an extensive database of humans and their work environments. Measured and published data has been collected for exterior and interior surface reflectivity; luminaire beam spread distribution, color and intensity and video camera light sensitivity and has been associated with their corresponding geometric models. Selecting an eye-point and one or more light sources, including sun and earthshine, a ~ snapshot of the light energy reaching the surfaces or reaching the eye point is computed. This energy map is then used to extract the required information needed for useful predictions. Using a validated, comprehensive illumination model integrated with empirically derived data, predictions of lighting and viewing conditions have been successfully used for Shuttle and Space Station planning and assembly operations. It has successfully balanced the needs for adequate human performance with the utili zation of resources. Keywords: Modeling, ray tracing, luminaires, refl ectivity, luminance, illuminance.
An Illumination Modeling System for Human Factors Analyses
Seeing is critical to human performance. Lighting is critical for seeing. Therefore, lighting is critical to human performance. This is common sense, and here on earth, it is easily taken for granted. However, on orbit, because the sun will rise or set every 45 minutes on average, humans working in space must cope with extremely dynamic lighting conditions. Contrast conditions of harsh shadowing and glare is also severe. The prediction of lighting conditions for critical operations is essential. Crew training can factor lighting into the lesson plans when necessary. Mission planners can determine whether low-light video cameras are required or whether additional luminaires need to be flown. The optimization of the quantity and quality of light is needed because of the effects on crew safety, on electrical power and on equipment maintainability. To address all of these issues, an illumination modeling system has been developed by the Graphics Research and Analyses Facility (GRAF) and Lighting Environment Test Facility (LETF) in the Space Human Factors Laboratory at NASA Johnson Space Center. The system uses physically based ray tracing software (Radiance) developed at Lawrence Berkeley Laboratories, a human factors oriented geometric modeling system (PLAID) and an extensive database of humans and environments. Material reflectivity properties of major surfaces and critical surfaces are measured using a gonio-reflectometer. Luminaires (lights) are measured for beam spread distribution, color and intensity. Video camera performances are measured for color and light sensitivity. 3D geometric models of humans and the environment are combined with the material and light models to form a system capable of predicting lighting conditions and visibility conditions in space.
Predicting Strength and Fatigue for Suited and Unsuited Conditions from Empirical Data
The need for longer and more labor-intensive extra-vehicular activities (EVA) is required for construction and maintenance of the International Space Station (ISS). Issues pertaining to human performance while wearing a space suit (EMU) for prolonged periods have become more important. This project was conducted to investigate how a pressurized Extra-vehicular Mobility Unit (EMU) affects human upper body joint strength and fatigue and how to predict it from computer models based on the data collected.
Work and Fatigue Characteristics of Unsuited and Suited Humans During Isolated, Isokinetic Joint Motions
The effects of a pressurized suit on human performance were investigated. The suit is known as an Extra-vehicular Mobility Unit (EMU) and is worn by astronauts while working outside of their space craft in low earth orbit. Isolated isokinetic joint torques of three female and three male subjects (all experienced users of the suit) were measured while working at 100% and 80% of their maximum voluntary torque (MVT). It was found that the average decrease in the total amount of work done when the subjects were wearing the EMU was 48% and 41% while working at 100% and 80% MVT, respectively. There is a clear relationship between the MVT and the time and amount of work done until fatigue. In general the stronger joints took longer to fatigue and did more work than the weaker joints. However, it is not clear which joints are most affected by the EMU suit in terms of the amount of work done. The average amount of total work done increased by 5.2% and 20.4% for the unsuited and suited cases, respectively, when the subject went from working at 100% to 80% MVT. Also, the average time to fatigue increased by 9.2% and 25.6% for the unsuited and suited cases, respectively, when the subjects went from working at 100% to 80% MVT. The EMU also decreased the joint range of motion. It was also found that the experimentally measured torque decay could be predicted by a logarithmic equation. The absolute average error in the predictions was found to be 18.3% and 18.9% for the unsuited and suited subject, respectively, working at 100% MVT, and 22.5% and 18.8% for the unsuited and suited subject, respectively, working at 80% MVT. These results could be very useful in the design of future EMU suits, and planning of Extra-Vehicular Activit). (EVA) for the upcoming International Space Station assembly operations.
Predicting Fatigue for Isolated Joints While Wearing an Extra-Vehicular Mobility Unit (EMU)
To work outside a space craft, humans must wear a protective suit. The required suit pressurization creates additional resistance for the wearer while performing work. How much does the suit effect work and fatigue? To answer these questions, dynamic torque was collected for the shoulder, elbow and wrist for six subjects in an Extra-vehicular Mobility Unit (EMU). In order to quantify fatigue, the subjects were to exert maximum voluntary torque for five minutes or until their maximum fell below 50% of their initial maximum for three consecutive repetitions. Using the collected torque and time data, logarithmic based functions were derived to estimate torque decay to within an absolute error of 20%. These results will be used in the development of a generalized tool for prediction of maximum available torque over time for humans using the current EMU.
Computer Modeling of Real-Time Dynamic Lighting
Space Station tasks involve procedures that are very complex and highly dependent on the availability of visual information. In many situations, cameras are used as tools to help overcome the visual and physical restrictions associated with space flight. However, these cameras are effected by the dynamic lighting conditions of space. Training for these is conditions is necessary. The current project builds on the findings of an earlier NRA funded project, which revealed improved performance by humans when trained with computer graphics and lighting effects such as shadows and glare.
An EVA Suit Fatigue, Strength, and Reach Model
The number of Extra-Vehicular Activities (EVAs) performed will increase dramatically with the upcoming Space Station assembly missions. It is estimated that up to 900 EVA hours may be required to assemble the Space Station with an additional 200 hours per year for maintenance requirements. Efficient modeling tools will be essential to assist in planning these EVAS. Important components include strength and fatigue parameters, multi-body dynamics and kinematics. This project is focused on building a model of the EVA crew member encompassing all these capabilities. Phase 1, which is currently underway, involves collecting EMU suited and unsuited fatigue, strength and range of motion data, for all major joints of the body. Phase 2 involves processing the data for model input, formulating comparisons between the EMU suits and deriving generalized relationships between suited and unsuited data. Phase 3 will be formulation of a multi-body dynamics model of the EMU capable of predicting mass handling properties and integration of empirical data into the model. Phase 4 will be validation of the model with collected EMU data from the Neutral Buoyancy Laboratory at NASA/JSC. Engineers and designers will use tie EVA suit database to better understand the capabilities of the suited individuals. This knowledge will lead to better design of tools and planned operations. Mission planners can use the modeling system and view the animations and the visualizations of the various parameters, such as overall fatigue, motion, timelines, reach, and strength to streamline the timing, duration, task arrangement, personnel and overall efficiency of the EVA tasks. Suit designers can use quantifiable data at common biomechanical structure points to better analyze and compare suit performance.
Effects on Training Using Illumination in Virtual Environments
Camera based tasks are commonly performed during orbital operations, and orbital lighting conditions, such as high contrast shadowing and glare, are a factor in performance. Computer based training using virtual environments is a common tool used to make and keep CTW members proficient. If computer based training included some of these harsh lighting conditions, would the crew increase their proficiency? The project goal was to determine whether computer based training increases proficiency if one trains for a camera based task using computer generated virtual environments with enhanced lighting conditions such as shadows and glare rather than color shaded computer images normally used in simulators. Previous experiments were conducted using a two degree of freedom docking system. Test subjects had to align a boresight camera using a hand controller with one axis of rotation and one axis of rotation. Two sets of subjects were trained on two computer simulations using computer generated virtual environments, one with lighting, and one without. Results revealed that when subjects were constrained by time and accuracy, those who trained with simulated lighting conditions performed significantly better than those who did not. To reinforce these results for speed and accuracy, the task complexity was increased.
Comparison of Extravehicular Mobility Unit (EMU) suited and unsuited isolated joint strength measurements
In this study the strength of subjects suited in extravehicular mobility units (EMU's) - or Space Shuttle suits - was compared to the strength of unsuited subjects. The authors devised a systematic and complete data set that characterizes isolated joint torques for all major joints of EMU-suited subjects. Six joint motions were included in the data set. The joint conditions of six subjects were compared to increase our understanding of the strength capabilities of suited subjects. Data were gathered on suited and unsuited subjects. Suited subjects wore Class 3 or Class 1 suits, with and without thermal micrometeoroid garments (TMG's). Suited and unsuited conditions for each joint motion were compared. From this the authors found, for example, that shoulder abduction suited conditions differ from each other and from the unsuited condition. A second-order polynomial regression model was also provided. This model, which allows the prediction of suited strength when given unsuited strength information, relates the torques of unsuited conditions to the torques of all suited conditions. Data obtained will enable computer modeling of EMU strength, conversion from unsuited to suited data, and isolated joint strength comparisons between suited and unsuited conditions at any measured angle. From these data mission planners and human factors engineers may gain a better understanding of crew posture, and mobility and strength capabilities. This study also may help suit designers optimize suit strength, and provide a foundation for EMU strength modeling systems.
Scripting human animations in a virtual environment
The current deficiencies of virtual environment (VE) are well known: annoying lag time in drawing the current view, drastically simplified environments to reduce that time lag, low resolution and narrow field of view. Animation scripting is an application of VE technology which can be carried out successfully despite these deficiencies. The final product is a smoothly moving high resolution animation displaying detailed models. In this system, the user is represented by a human computer model with the same body proportions. Using magnetic tracking, the motions of the model's upper torso, head and arms are controlled by the user's movements (18 degrees of freedom). The model's lower torso and global position and orientation are controlled by a spaceball and keypad (12 degrees of freedom). Using this system human motion scripts can be extracted from the user's movements while immersed in a simplified virtual environment. Recorded data is used to define key frames; motion is interpolated between them and post processing adds a more detailed environment. The result is a considerable savings in time and a much more natural-looking movement of a human figure in a smooth and seamless animation.