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At least 181 records · Page 10

A flexible telerobotic system for space operations

This paper describes the objective and design of a proposed goal-oriented knowledge-based telerobotic system for space operations. This design effort encompasses the elements of the system executive and user interface and the distribution and general structure of the knowledge base, the displays, and the task sequencing. The objective of the design effort is to provide an expandable structure for a telerobotic system that provides cooperative interaction between the human operator and computer control. The initial phase of the implementation provides a rule-based, goal-oriented script generator to interface to the existing control modes of a telerobotic research system, in the Intelligent Systems Research Lab at NASA Research Center.

Sliwa, Nancy Orlando↗

A flexible telerobotic system for space operations

The objective and design of a proposed goal-oriented knowledge-based telerobotic system for space operations is described. This design effort encompasses the elements of the system executive and user interface and the distribution and general structure of the knowledge base, the displays, and the task sequencing. The objective of the design effort is to provide an expandable structure for a telerobotic system that provides cooperative interaction between the human operator and computer control. The initial phase of the implementation provides a rule-based, goal-oriented script generator to interface to the existing control modes of a telerobotic research system, in the Intelligent Systems Research Lab at NASA Research Center.

Sliwa, N. O.↗

Software For Supervisory And Shared Control Of A Robot

User-Macro-Interface computer program provides interactive interface enabling human operator to plan tasks for multiple-arm telerobot, cause robot to execute tasks, and monitor robot. Enables operator to specify that robot execute various tasks and subtasks under various mixtures of manual or automatic control. Well suited for use where environment of task poorly modeled or unplanned or task unexpected.

Backes, Paul G.↗

Eye/Brain/Task Testbed And Software

Eye/brain/task (EBT) testbed records electroencephalograms, movements of eyes, and structures of tasks to provide comprehensive data on neurophysiological experiments. Intended to serve continuing effort to develop means for interactions between human brain waves and computers. Software library associated with testbed provides capabilities to recall collected data, to process data on movements of eyes, to correlate eye-movement data with electroencephalographic data, and to present data graphically. Cognitive processes investigated in ways not previously possible.

Janiszewski, Thomas↗

Software Helps Retrieve Information Relevant to the User

The Adaptive Indexing and Retrieval Agent (ARNIE) is a code library, designed to be used by an application program, that assists human users in retrieving desired information in a hypertext setting. Using ARNIE, the program implements a computational model for interactively learning what information each human user considers relevant in context. The model, called a "relevance network," incrementally adapts retrieved information to users individual profiles on the basis of feedback from the users regarding specific queries. The model also generalizes such knowledge for subsequent derivation of relevant references for similar queries and profiles, thereby, assisting users in filtering information by relevance. ARNIE thus enables users to categorize and share information of interest in various contexts. ARNIE encodes the relevance and structure of information in a neural network dynamically configured with a genetic algorithm. ARNIE maintains an internal database, wherein it saves associations, and from which it returns associated items in response to a query. A C++ compiler for a platform on which ARNIE will be utilized is necessary for creating the ARNIE library but is not necessary for the execution of the software.

Mathe, Natalie↗

Seismic Waveform Inversion Capability on Resource-Constrained Edge Devices

Seismic full wave inversion (FWI) is a widely used non-linear seismic imaging method used to reconstruct subsurface velocity images, however it is time consuming, has high computational cost and depend heavily on human interaction. Recently, deep learning has accelerated it’s use in several data-driven techniques, however most deep learning techniques suffer from overfitting and stability issues. In this work, we propose an edge computing-based data-driven inversion technique based on supervised deep convolutional neural network to accurately reconstruct the subsurface velocities. Deep learning based data-driven technique depends mostly on bulk data training. In this work, we train our deep convolutional neural network (DCN) (UNet and InversionNet) on the raw seismic data and their corresponding velocity models during the training phase to learn the non-linear mapping between the seismic data and velocity models. The trained network is then used to estimate the velocity models from new input seismic data during the prediction phase. The prediction phase is performed on a resource-constrained edge device such as Raspberry Pi. Raspberry Pi provides real-time and on-device computational power to execute the inference process. In addition, we demonstrate robustness of our models to perform inversion in the presence on noise by performing both noise-aware and no-noise training and feeding the resulting trained models with noise at different signal-to-noise (SNR) ratio values. We make great efforts to achieve very feasible inference times on the Raspberry Pi for both models. Specifically, the inference times per prediction for UNet and InversionNet models on Raspberry Pi were 22 and 4 s respectively whilst inference times for both models on the GPU were 2 and 18 s which are very comparable. Finally, we have designed a user-friendly interactive graphical user interface (GUI) to automate the model execution and inversion process on the Raspberry Pi.

Manu, Daniel (ORCID:0000000154982677)↗

Standardized Procedure Content And Data Structure Based On Human Factors Requirements For Computer-Based Procedures

Most activities that involve human interaction with systems in a nuclear power plant are guided by procedures. Traditionally, the use of procedures has been a paper-based process that supports safe operation of the nuclear power industry. However, the nuclear industry is constantly trying to find ways to decrease the human error rate, especially the human errors associated with procedure use. Advances in digital technology make computer-based procedures (CBPs) a valid option that provides further enhancement of safety by improving human performance related to procedure use. The transition from paper-based procedures (PBPs) to CBPs creates a need for a computer-based procedure system (CBPS). A CBPS needs to have the ability to perform logical operations in order to adjust to the inputs received from either users or real time data from plant status databases. Without the ability for logical operations the procedure is just an electronic copy of the paper-based procedure. In order to provide the CBPS with the information it needs to display the procedure steps to the user, special care is needed in the format used to deliver all data and instructions to create the steps. The procedure should be broken down into basic elements and formatted in a standard method for the CBPS. One way to build the underlying data architecture is to use an Extensible Markup Language (XML) schema, which utilizes basic elements to build each step in the smart procedure. The attributes of each step will determine the type of functionality that the system will generate for that step. The CBPS will provide the context for the step to deliver referential information, request a decision, or accept input from the user. The XML schema needs to provide all data necessary for the system to accurately perform each step without the need for the procedure writer to reprogram the CBPS. The research team at the Idaho National Laboratory has developed a prototype CBPS for field workers as well as the underlying data structure for such CBPS. The objective of the research effort is to develop guidance on how to design both the user interface and the underlying schema. This paper will describe the result and insights gained from the research activities conducted to date.

22 GENERAL STUDIES OF NUCLEAR REACTORS↗

Human-display interactions: Context-specific biases

Recent developments in computer engineering have greatly enhanced the capabilities of display technology. As displays are no longer limited to simple alphanumeric output, they can present a wide variety of graphic information, using either static or dynamic presentation modes. At the same time that interface designers exploit the increased capabilities of these displays, they must be aware of the inherent limitation of these displays. Generally, these limitations can be divided into those that reflect limitations of the medium (e.g., reducing three-dimensional representations onto a two-dimensional projection) and those reflecting the perceptual and conceptual biases of the operator. The advantages and limitations of static and dynamic graphic displays are considered. Rather than enter into the discussion of whether dynamic or static displays are superior, general advantages and limitations are explored which are contextually specific to each type of display.

Kaiser, Mary Kister↗

Toward Usable Interactive Analytics: Coupling Cognition and Computation

Interactive analytics provide users a myriad of computational means to aid in extracting meaningful information from large and complex datasets. Much prior work focuses either on advancing the capabilities of machine-centric approaches by the data mining and machine learning communities, or human-driven methods by the visualization and CHI communities. However, these methods do not yet support a true human-machine symbiotic relationship where users and machines work together collaboratively and adapt to each other to advance an interactive analytic process. In this paper we discuss some of the inherent issues, outlining what we believe are the steps toward usable interactive analytics that will ultimately increase the effectiveness for both humans and computers to produce insights.

semantic interaction↗

Varieties of virtualization

Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.

Ellis, Stephen R.↗

Virtual reality systems

Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.

Johnson, David W.↗

Interactive explorations of hierarchical segmentations

The authors report on the implementation of an interactive tool, called HSEGEXP, to interactively explore the hierarchical segmentation produced by the iterative parallel region growing (IPRG) algorithm to select the best segmentation result. This combination of the HSEGEXP tool with the IPRG algorithm amounts to a computer-assisted image segmentation system guided by human interaction. The initial application of the HSEGEXP tool is in the refinement of ground reference data based on the IPRG/HSEGEXP segmentation of the corresponding remotely sensed image data. The HSEGEXP tool is being used to help evaluate the effectiveness of an automatic 'best' segmentation process under development.

Tilton, James C.↗

An overview of computer-based natural language processing

Computer based Natural Language Processing (NLP) is the key to enabling humans and their computer based creations to interact with machines in natural language (like English, Japanese, German, etc., in contrast to formal computer languages). The doors that such an achievement can open have made this a major research area in Artificial Intelligence and Computational Linguistics. Commercial natural language interfaces to computers have recently entered the market and future looks bright for other applications as well. This report reviews the basic approaches to such systems, the techniques utilized, applications, the state of the art of the technology, issues and research requirements, the major participants and finally, future trends and expectations. It is anticipated that this report will prove useful to engineering and research managers, potential users, and others who will be affected by this field as it unfolds.

Gevarter, W. B.↗

Robotic Technology Development at Ames: The Intelligent Robotics Group and Surface Telerobotics

Future human missions to the Moon, Mars, and other destinations offer many new opportunities for exploration. But, astronaut time will always be limited and some work will not be feasible for humans to do manually. Robots, however, can complement human explorers, performing work autonomously or under remote supervision from Earth. Since 2004, the Intelligent Robotics Group has been working to make human-robot interaction efficient and effective for space exploration. A central focus of our research has been to develop and field test robots that benefit human exploration. Our approach is inspired by lessons learned from the Mars Exploration Rovers, as well as human spaceflight programs, including Apollo, the Space Shuttle, and the International Space Station. We conduct applied research in computer vision, geospatial data systems, human-robot interaction, planetary mapping and robot software. In planning for future exploration missions, architecture and study teams have made numerous assumptions about how crew can be telepresent on a planetary surface by remotely operating surface robots from space (i.e. from a flight vehicle or deep space habitat). These assumptions include estimates of technology maturity, existing technology gaps, and likely operational and functional risks. These assumptions, however, are not grounded by actual experimental data. Moreover, no crew-controlled surface telerobotic system has yet been fully tested, or rigorously validated, through flight testing. During Summer 2013, we conducted a series of tests to examine how astronauts in the International Space Station (ISS) can remotely operate a planetary rover across short time delays. The tests simulated portions of a proposed human-robotic Lunar Waypoint mission, in which astronauts in lunar orbit remotely operate a planetary rover on the lunar Farside to deploy a radio telescope array. We used these tests to obtain baseline-engineering data.

robotics↗

Research in interactive scene analysis

Cooperative (man-machine) scene analysis techniques were developed whereby humans can provide a computer with guidance when completely automated processing is infeasible. An interactive approach promises significant near-term payoffs in analyzing various types of high volume satellite imagery, as well as vehicle-based imagery used in robot planetary exploration. This report summarizes the work accomplished over the duration of the project and describes in detail three major accomplishments: (1) the interactive design of texture classifiers; (2) a new approach for integrating the segmentation and interpretation phases of scene analysis; and (3) the application of interactive scene analysis techniques to cartography.

Tenenbaum, J. M.↗

An overview of visualization and visual analytics applications in water resources management

Recent advances in information, communication, and environmental monitoring technologies have increased the availability, spatiotemporal resolution, and quality of water-related data, thereby leading to the emergence of many innovative big data applications. Among these applications, visualization and visual analytics, also known as the visual computing techniques, empower the synergy of computational methods (e.g., machine learning and statistical models) with human reasoning to improve the understanding and solution toward complex science and engineering problems. These approaches are frequently integrated with geographic information systems and cyberinfrastructure to provide new opportunities and methods for enhancing water resources management. Here, we present a comprehensive review of recent hydroinformatics applications that employ visual computing techniques to (1) support complex data-driven research problems, and (2) support the communication and decision-makings in the water resources management sector. Then, we conduct a technical review of the state-of-the-art web-based visualization technologies and libraries to share our experiences on developing shareable, adaptive, and interactive visualizations and visual interfaces for water resources management applications. We close with a vision that applies the emerging visual computing technologies and paradigms to develop the next generation of hydroinformatics applications.

54 ENVIRONMENTAL SCIENCES↗

Determination of land use in Minnesota by automatic interpretation of ERTS MSS data

This program aims to determine the feasibility of identifying land use in Minnesota by automatic interpretation of ERTS-MSS data. Ultimate objectives include establishment of land use delineation and quantification by computer processing with a minimum of human operator interaction. This implies not only that reflectivity as a function of calendar time can be catalogued effectively, but also that the effects of uncontrolled variables can be identified and compensated. Clouds are the major uncontrollable data pollutant, so part of the initial effort is devoted to determining their effect and the construction of a model to help correct or justifiably ignore affected data. Other short range objectives are to identify and verify measurements giving results of importance to land managers. Lake-counting is a prominent example. Open water is easily detected in band 7 data with some support from either band 4 or band 5 to remove ambiguities. Land managers and conservationists commission studies periodically to measure water bodies and total water count within specified areas.

Zirkle, R. E.↗

Technology for human self-sufficiency in space

A proposed Pathfinder program would determine the critical human and technology requirements for human self-sufficiency and productivity on manned and long-duration missions to the moon and Mars. Human health would require countermeasures against weightlessness, protection from space radiation and habitats conducive to psychological well-being. Life support systems would need regeneration of expendable resources, power systems for plant life support and processing; and microbial contaminant control. Operational performance requirements include extravehicular activities suit, interactive systems for shared control between humans and computers, and human-centered semi-autonomous systems.

Anderson, John L.↗