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At least 181 records · Page 10

Using Virtual Reality for Worksite Analysis

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing virtual reality (VR) and motion capture (MoCap) into HFE analyses of various projects through its Virtual Environments Lab (VEL). This complements the long history of analyses completed using mockups. These techniques are being implemented for; (1) Concept of development of Deep Space Habitats (DSH), (2) Design and analyses for NASA’s Space Launch System (SLS). VR utilization in the VEL will push the design to be better formulated before mockups are constructed, saving budget and time.

Andrews, Tanya↗

Urban Air Mobility System Testbed Using CAVE Virtual Reality Environment

Urban Air Mobility (UAM) refers to a system of air passenger and small cargo transportation within an urban area. The UAM framework also includes other urban Unmanned Aerial Systems (UAS) services that will be supported by a mix of onboard, ground, piloted, and autonomous operations. Over the past few years UAM research has gained wide interest from companies and federal agencies as an on-demand innovative transportation option that can help reduce traffic congestion and pollution as well as increase mobility in metropolitan areas. The concepts of UAM/UAS operation in the National Airspace System (NAS) remains an active area of research to ensure safe and efficient operations. With new developments in smart vehicle design and infrastructure for air traffic management, there is a need for methods to integrate and test various components of the UAM framework. In this work, we report on the development of a virtual reality (VR) testbed using the Cave Automatic Virtual Environment (CAVE) technology for human-automation teaming and airspace operation research of UAM. Using a four-wall projection system with motion capture, the CAVE provides an immersive virtual environment with real-time full body tracking capability. We created a virtual environment consisting of San Francisco city and a vertical take-off-and-landing passenger aircraft that can fly between a downtown location and the San Francisco International Airport. The aircraft can be operated autonomously or manually by a single pilot who maneuvers the aircraft using a flight control joystick. The interior of the aircraft includes a virtual cockpit display with vehicle heading, location, and speed information. The system can record simulation events and flight data for post-processing. The system parameters are customizable for different flight scenarios; hence, the CAVE VR testbed provides a flexible method for development and evaluation of UAM framework.

Marayong, Panadda↗

Automated Software for Manned Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies. One goal of advanced spacecraft automation is the ability to reduce both the crew workload and the ground control footprint while at the same time increasing spacecraft and mission flexibility. Historically, crewed spacecraft required a large number of operators on the ground to use a plethora of tools to compute nominal and contingency mission trajectories. Moving those sophisticated software tools to being onboard the vehicle can reduce the need for such complex ground support. Given that today’s spacecraft software is not yet as capable or as flexible in all circumstances as the computers depicted in movies, there is usually a trade-off between software automation cost and the flexibility of that software resulting in a trade-off between what is performed on the spacecraft and what is left to onboard crew or ground control. For missions that go beyond the Moon, software that autonomously controls nearly every aspect of a crewed mission will become a necessity given the long time delays between the spacecraft and Earth’s ground control teams. The lessons learned by Boeing and its Mission Operations team, through the design and implementation of Starliner’s hardware and software automation, will be able to inform future public and private spacecraft design. As the technologies and capabilities evolve, incorporating lessons learned in successful low Earth orbit commercial crew vehicle missions, spacecraft designs will continue to improve and be able to better enable safe execution of human missions to the Moon and beyond.

Robert C Dempsey↗

Using Virtual Reality for Science Missions At The Lunar South Pole

The Lunar VR toolkit, built on Mixed Reality Exploration Toolkit (MRET), combines LOLA 5m topographic data, CAD models (e.g., lander, rover), procedural textures, and geologic features (e.g., rocks, craters) for sub-5m simulation of the lunar surface. Future capabilities include the incorporation of real-time mission telemetry to provide a full mission lifecycle tool, test instrument design and operation concepts, pre-operations planning and walk-throughs of traverses, and situational awareness support during actual mission operations. We will discuss the critical features we think are needed for lunar south pole mission planning and the development of our Lunar VR toolkit.

Thomas G Grubb↗

Augmented Reality Data Generation for Training Deep Learning Neural Network

One of the major challenges in deep learning is retrieving sufficiently large labeled training datasets, which can become expensive and time consuming to collect. A unique approach to training segmentation is to use Deep Neural Network (DNN) models with a minimal amount of initial labeled training samples. The procedure involves creating synthetic data and using image registration to calculate affine transformations to apply to the synthetic data. The method takes a small dataset and generates a highquality augmented reality synthetic dataset with strong variance while maintaining consistency with real cases. Results illustrate segmentation improvements in various target features and increased average target confidence.

Torres, Gil↗

Occluded Object Reconstruction for First Responders with Augmented Reality Glasses Using Conditional Generative Adversarial Networks

Firefighters suffer a variety of life-threatening risks, including line-of-duty deaths, injuries, and exposures to hazardous substances. Support for reducing these risks is important. We built a partially occluded object reconstruction method on augmented reality glasses for first responders. We used a deep learning based on conditional generative adversarial networks to train associations between the various images of flammable and hazardous objects and their partially occluded counterparts. Our system then reconstructed an image of a new flammable object. Finally, the reconstructed image was superimposed on the input image to provide "transparency". The system imitates human learning about the laws of physics through experience by learning the shape of flammable objects and the flame characteristics.

Chow, Edward↗

Automated Software for Manned Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies. One goal of advanced spacecraft automation is the ability to reduce both the crew workload and the ground control footprint while at the same time increasing spacecraft and mission flexibility. Historically, crewed spacecraft required a large number of operators on the ground to use a plethora of tools to compute nominal and contingency mission trajectories. Moving those sophisticated software tools to being onboard the vehicle can reduce the need for such complex ground support. Given that today’s spacecraft software is not yet as capable or as flexible in all circumstances as the computers depicted in movies, there is usually a trade-off between software automation cost and the flexibility of that software resulting in a trade-off between what is performed on the spacecraft and what is left to onboard crew or ground control. For missions that go beyond the Moon, software that autonomously controls nearly every aspect of a crewed mission will become a necessity given the long time delays between the spacecraft and Earth’s ground control teams. The lessons learned by Boeing and its Mission Operations team, through the design and implementation of Starliner’s hardware and software automation, will be able to inform future public and private spacecraft design. As the technologies and capabilities evolve, incorporating lessons learned in successful low Earth orbit commercial crew vehicle missions, spacecraft designs will continue to improve and be able to better enable safe execution of human missions to the Moon and beyond.

Robert C. Dempsey↗

Automated Software for Crewed Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies. One goal of advanced spacecraft automation is the ability to reduce both the crew workload and the ground control footprint while at the same time increasing spacecraft and mission flexibility. Historically, crewed spacecraft required a large number of operators on the ground to use a plethora of tools to compute nominal and contingency mission trajectories. Moving those sophisticated software tools to being onboard the vehicle can reduce the need for such complex ground support. Given that today’s spacecraft software is not yet as capable or as flexible in all circumstances as the computers depicted in movies, there is usually a trade-off between software automation cost and the flexibility of that software resulting in a trade-off between what is performed on the spacecraft and what is left to onboard crew or ground control. For missions that go beyond the Moon, software that autonomously controls nearly every aspect of a crewed mission will become a necessity given the long time delays between the spacecraft and Earth’s ground control teams. The lessons learned by Boeing and its Mission Operations team, through the design and implementation of Starliner’s hardware and software automation, will be able to inform future public and private spacecraft design. As the technologies and capabilities evolve, incorporating lessons learned in successful low Earth orbit commercial crew vehicle missions, spacecraft designs will continue to improve and be able to better enable safe execution of human missions to the Moon and beyond.

Robert C Dempsey↗

Automated Software for Crewed Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a unique private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed along with evolution of the system in preparation for the second uncrewed test flight. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies.

Robert C. Dempsey↗

Comparing Human Input in RViz and Virtual Reality Interfaces for 3D Object Manipulation Tasks

Effective human-in-the-loop robot control requires intuitive and easy to use interfaces. We present a within-subjects user study design to compare the ease of use of interfaces for human-robot teleoperation, specifically the ROS 3D visualization tool RViz and a virtual reality interface. Our proposed study will determine which interface is easiest to use and minimizes operator cognitive load in shared autonomy tasks.

Emily Sheetz↗

Disks in Nearby Young Stellar Associations Found Via Virtual Reality Journal Article

The Disk Detective citizen science project recently released a new catalog of disk candidates found by visual inspection of images from NASA's Wide-field Infrared Survey Explorer mission and other surveys. We applied this new catalog of well-vetted disk candidates to search for new members of nearby young stellar associations (YSAs) using a novel technique based on Gaia data and virtual reality (VR). We examined AB Doradus, Argus, β Pictoris, Carina, Columba, Octans-Near, Tucana–Horologium, and TW Hya by displaying them in VR together with other nearby stars, color coded to show infrared excesses found via Disk Detective. Using this method allows us to find new association members in mass regimes where isochrones are degenerate. We propose 10 new YSA members with infrared excesses: three of AB Doradus (HD 44775, HD 40540 and HD 44510), one of β Pictoris (HD 198472), two of Octans-Near (HD 157165 and BD+35 2953), and four disk-hosting members of a combined population of Carina, Columba, and Tucana–Horologium: CPD-57 937, HD 274311, HD 41992, and WISEA J092521.90-673224.8. This last object (J0925) appears to be an extreme debris disk with a fractional infrared luminosity of 3.7 × 10−2. We also propose two new members of AB Doradus that do not show infrared excesses: TYC 6518-1857-1 and CPD-25 1292. We find HD 15115 appears to be a member of Tucana–Horologium rather than β Pictoris. We advocate for membership in Columba–Carina of HD 30447, CPD-35 525, and HD 35841. Finally, we propose that three M dwarfs, previously considered members of Tucana–Horologium are better considered a separate association, tentatively called "Smethells 165."

Susan Higashio↗

A Virtual Reality Planning Environment for High-Risk, High-Latency Teleoperation

Teleoperation of robots in space is challenging due to high latency and limited workspace visibility. Previously, the Interactive Planning and Supervised Execution (IPSE) and Augmented Virtuality systems were developed to reduce failure risk. These tools were visualized on a 3D da Vinci surgical console and operated using the da Vinci manipulators or visualized on conventional monitors and operated with a keyboard and mouse. Experimental studies indicated operator preference for the latter. In this work, we develop a 3D virtual reality (VR) interface for IPSE, implemented on a Meta Quest 2 head-mounted display (HMD), and evaluate it against the prior 2D, keyboard-and-mouse-based interface. The results demonstrate improved operator load with the 3D VR interface, with no decrease in task performance, while also providing cost and portability benefits compared to the conventional 2D interface.

Will Pryor↗

Augmented Reality Tool for Operationally Relevant 3D Sensorimotor Assessments

This project will leverage existing capabilities of an augmented reality (AR) sensorimotor assessment tool. Currently, the tool mimics the capabilities of validated 2-dimensional (2D) assessments. While this modality is well-aligned with seated interactions with flight-deck displays, extravehicular activity (EVA) tasks will require full body mobility wherein astronauts reach and bend in a 3-dimensional (3D) space. These types of motions, naturally including head movements, are known to elicit experiences of disorientation. Thus, sensorimotor assessments that include these stimulations and larger movements are important for understanding astronaut readiness prior to initial EVAs. The proposed effort will extend the current 2D eye-hand coordination task in AR to a 3D task designed to evaluate dynamic balance and eye-hand-body coordination. The new module will extend the range of motion and interaction space such that it better aligns with operational task needs for astronaut readiness evaluation.

Sarah Catherine Moudy↗

Climate Scenarios and Reality

Progress on the important issue of climate change requires a framework for evaluating the likely consequences of different courses of action. Science can powerfully inform public decisions on energy systems, infrastructure, and economic policy when researchers explore, using the best available evidence, a range of possible futures using emissions scenarios. The process of constructing, describing, and using these scenarios is challenging for many reasons. The continued evolution and improvement of emissions scenarios is an important element of the future of climate-change research. But in “How Climate Scenarios Lost Touch With Reality” (Issues, Summer 2021), Roger Pielke Jr. and Justin Ritchie are wildly off base in declaring that the “misuse of scenarios in climate research has become pervasive and consequential—so much so that we view it as one of the most significant failures of scientific integrity in the twenty-first century thus far.”

climate change↗

System and method for transparent augmented reality

A system and method for displaying augmented reality information for a real object. A transparent display displays the information for the real object within a field of view, such that the information and the real object are simultaneously viewable by a user. Data-gathering peripheral devices gather data of the field of view, including a camera gathering visual data for tracking the real object. An articulating arm moveably supports and facilitates repositioning the display and redirecting the data-gathering peripheral devices in a particular direction. A security interlock disables the data-gathering peripherals when the articulating arm is moved beyond a pre-established threshold, thereby preventing the data-gathering peripherals from gathering data of a real environment outside of a limit of the field of view as determined by the pre-established threshold. The security interlock may include an adjustable contact switch which adjustably defines the pre-established threshold in at least one direction.

Runyan, Paul Ryan↗

Immersive environment technologies for planetary exploration with applications for mixed reality

Immersive environments are successfully being used to support mission operations at JPL. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover. Results and operational experiences with these tools are being incorporated into the development of the second generation of mission planning tools.

visualization rover system ground system Mars imme↗