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Finite Element Methods for real-time Haptic Feedback of Soft-Tissue Models in Virtual Reality Simulators

We have applied the linear elastic finite element method to compute haptic force feedback and domain deformations of soft tissue models for use in virtual reality simulators. Our results show that, for virtual object models of high-resolution 3D data (>10,000 nodes), haptic real time computations (>500 Hz) are not currently possible using traditional methods. Current research efforts are focused in the following areas: 1) efficient implementation of fully adaptive multi-resolution methods and 2) multi-resolution methods with specialized basis functions to capture the singularity at the haptic interface (point loading). To achieve real time computations, we propose parallel processing of a Jacobi preconditioned conjugate gradient method applied to a reduced system of equations resulting from surface domain decomposition. This can effectively be achieved using reconfigurable computing systems such as field programmable gate arrays (FPGA), thereby providing a flexible solution that allows for new FPGA implementations as improved algorithms become available. The resulting soft tissue simulation system would meet NASA Virtual Glovebox requirements and, at the same time, provide a generalized simulation engine for any immersive environment application, such as biomedical/surgical procedures or interactive scientific applications.

Frank, Andreas O.

Sensor Validation Software

Under a Small Business Innovation Research contract from Lewis Research Center, Expert Microsystems, Inc. developed SureSense, real-time sensor data validation software. This ultra-reliable control and sensing system product was produced through a partnership in 1994 between Expert Microsystems and Intelligent Software Associates, Inc. SureSense was created in response to a NASA need for verifying the reliability of sensor input that operated advanced automation and control systems. The immediate applications included improving the safety and reliability of Space Shuttle Main Engine operations. The company has structured the software to enable application to virtually any process control environment, such as computer integrated manufacturing, power plants, and hazardous gas sensing and control systems.

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STS-111 Expedition Five Crew Training Clip

The STS-111 Expedition Five Crew begins with training on payload operations. Flight Engineer Peggy Whitson and Mission Specialist Sandy Magnus are shown in Shuttle Remote Manipulator System (SRMS) procedures. Flight Engineer Sergei Treschev gets suited for Neutral Neutral Buoyancy Lab (NBL) training. Virtual Reality lab training is shown with Peggy Whitson. Habitation Equipment and procedures are also presented.

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Virtual Presence: One Step Beyond Reality

Our primary objective was to team up a group consisting of scientists and engineers from two different NASA cultures, and simulate an interactive teleoperated robot conducting geologic field work on the Moon or Mars. The information derived from the experiment will benefit both the robotics team and the planetary exploration team in the areas of robot design and development, and mission planning and analysis. The Earth Sciences and Space and Life Sciences Division combines the past with the future contributing experience from Apollo crews exploring the lunar surface, knowledge of reduced gravity environments, the performance limits of EVA suits, and future goals for human exploration beyond low Earth orbit. The Automation, Robotics. and Simulation Division brings to the table the technical expertise of robotic systems, the future goals of highly interactive robotic capabilities, treading on the edge of technology by joining for the first time a unique combination of telepresence with virtual reality.

Budden, Nancy Ann

Space-based Science Operations Grid Prototype

Grid technology is the up and coming technology that is enabling widely disparate services to be offered to users that is very economical, easy to use and not available on a wide basis. Under the Grid concept disparate organizations generally defined as "virtual organizations" can share services i.e. sharing discipline specific computer applications, required to accomplish the specific scientific and engineering organizational goals and objectives. Grids are emerging as the new technology of the future. Grid technology has been enabled by the evolution of increasingly high speed networking. Without the evolution of high speed networking Grid technology would not have emerged. NASA/Marshall Space Flight Center's (MSFC) Flight Projects Directorate, Ground Systems Department is developing a Space-based Science Operations Grid prototype to provide to scientists and engineers the tools necessary to operate space-based science payloads/experiments and for scientists to conduct public and educational outreach. In addition Grid technology can provide new services not currently available to users. These services include mission voice and video, application sharing, telemetry management and display, payload and experiment commanding, data mining, high order data processing, discipline specific application sharing and data storage, all from a single grid portal. The Prototype will provide most of these services in a first step demonstration of integrated Grid and space-based science operations technologies. It will initially be based on the International Space Station science operational services located at the Payload Operations Integration Center at MSFC, but can be applied to many NASA projects including free flying satellites and future projects. The Prototype will use the Internet2 Abilene Research and Education Network that is currently a 10 Gb backbone network to reach the University of Alabama at Huntsville and several other, as yet unidentified, Space Station based science experimenters. There is an international aspect to the Grid involving the America's Pathway (AMPath) network, the Chilean REUNA Research and Education Network and the University of Chile in Santiago that will further demonstrate how extensive these services can be used. From the user's perspective, the Prototype will provide a single interface and logon to these varied services without the complexity of knowing the where's and how's of each service. There is a separate and deliberate emphasis on security. Security will be addressed by specifically outlining the different approaches and tools used. Grid technology, unlike the Internet, is being designed with security in mind. In addition we will show the locations, configurations and network paths associated with each service and virtual organization. We will discuss the separate virtual organizations that we define for the varied user communities. These will include certain, as yet undetermined, space-based science functions and/or processes and will include specific virtual organizations required for public and educational outreach and science and engineering collaboration. We will also discuss the Grid Prototype performance and the potential for further Grid applications both space-based and ground based projects and processes. In this paper and presentation we will detail each service and how they are integrated using Grid

Bradford, Robert N.

Return to Flight: Crew Activities Resource Reel 1 of 2

The crew of the STS-114 Discovery Mission is seen in various aspects of training for space flight. The crew activities include: 1) STS-114 Return to Flight Crew Photo Session; 2) Tile Repair Training on Precision Air Bearing Floor; 3) SAFER Tile Inspection Training in Virtual Reality Laboratory; 4) Guidance and Navigation Simulator Tile Survey Training; 5) Crew Inspects Orbital Boom and Sensor System (OBSS); 6) Bailout Training-Crew Compartment; 7) Emergency Egress Training-Crew Compartment Trainer (CCT); 8) Water Survival Training-Neutral Buoyancy Lab (NBL); 9) Ascent Training-Shuttle Motion Simulator; 10) External Tank Photo Training-Full Fuselage Trainer; 11) Rendezvous and Docking Training-Shuttle Engineering Simulator (SES) Dome; 12) Shuttle Robot Arm Training-SES Dome; 13) EVA Training Virtual Reality Lab; 14) EVA Training Neutral Buoyancy Lab; 15) EVA-2 Training-NBL; 16) EVA Tool Training-Partial Gravity Simulator; 17) Cure in Place Ablator Applicator (CIPAA) Training Glove Vacuum Chamber; 16) Crew Visit to Merritt Island Launch Area (MILA); 17) Crew Inspection-Space Shuttle Discovery; and 18) Crew Inspection-External Tank and Orbital Boom and Sensor System (OBSS). The crew are then seen answering questions from the media at the Space Shuttle Landing Facility.

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JPL's Foundry Furnace: Web-Based Concurrent Engineering for Formulation

The Jet Propulsion Laboratory’s Innovation Foundry is an enterprise tasked with shepherding space mission concepts through the formulation lifecycle. It oversees a number of “virtual teams” for the various stages of formulation. Among these is Team X, which has had considerable success over its more than 20-year history. In a Team X study, domain experts (including engineers devoted to the various spacecraft subsystems) work concurrently and collaboratively over several days to arrive at a feasible point design with a reasonable cost estimate. They use a set of linked Excel workbooks, each developed and approved by a responsible “line organization” within JPL. This toolset has served Team X well over the years, and has evolved since its inception. At the same time, the Innovation Foundry’s portfolio of formulation teams has expanded, and so has the scope of the design challenges they face. The A-Team runs workshop-like architecture studies to focus science investigations, generate mission concepts, assess feasibility, and explore trade spaces. Team Xc performs rapid point design in the style of Team X, but for CubeSats and small spacecraft, using a different toolset. Proposal teams further mature concepts to the point where they can be proposed. Recognizing the importance of trade space modeling combined with new IT services for providing and integrating data, JPL is developing the Foundry Furnace web-based software infrastructure. It will support A-Team, Team Xc, and Team X, providing study management, a catalog of hardware components, a library of re-usable analyses, and a design environment. It is a modernization of JPL’s concurrent engineering infrastructure, embracing the core concepts of Model-Based Systems Engineering, and built with modern software design philosophies.

Murphy, Jonathan

Development and Implementation of A Small Satellite Systems Engineering Webinar Series: A Collaboration Between the United Nations Office for Outer Space Affairs and the National Aeronautics and Space Administration

The United Nations Office for Outer Space Affairs (UNOOSA) in collaboration with the National Aeronautics and Space Administration (NASA) established a webinar series on NASA systems engineering standards and practices for the purpose of sharing knowledge in this area. UNOOSA’s “Access to Space for All” initiative provides capacity-building opportunities in space science, technology, and space applications for United Nations member states. Due to the cooperation among established space actors, the United Nations, and emerging space entities, the initiative enables students from developing countries from all over the world to carry out projects using technologies and space applications. Through NASA’s Small Spacecraft Systems Virtual Institute (S3VI), the four-part webinar series was designed to cover basic systems engineering and project management skills that are fundamental to planning, developing, and implementing an experiment or a space project and that serve as critical knowledge for those engaged in space activities, whether as a designer, builder, or manager of space infrastructure and services. The first series of webinars was convened over the course of November 2023 through February 2024.

Systems Engineering

RMIT AR Android Application Abstract

This summer, I've worked as an intern for IT-C1's Rapid Model Import Tool (RMIT) project under Bill Little. The goal of this project was to develop a mobile application for IT-C1's larger project, RMIT, so that it could be deployed in a convenient way. The current function of RMIT is to import file types that are not normally compatible with the Unity 3D software development engine and make them into files that can be placed into Unity for the specific purpose of viewing CAD models in virtual reality (VR). The mobile application that I worked on uses augmented reality (AR), using the camera on a mobile device, to show virtual models in the real world for the purpose of visualization and understanding. In addition to single-player capabilities, this application will include a multi-player mode so that collaborating engineers can see each other's work on their own devices.Working on this application required many steps. First, I hard to learn a lot about how mobile development is different from desktop development, and what the limitations of augmented reality are at its current state. From there, I was assigned new tasks and goals every two weeks, which included addingground plane and air plane functionality, designing a user interface, adding multi-player capability and allowing the user to manipulate models placed in a scene.

Dorian Thompson

NASA Image eXchange (NIX)

This paper discusses the technical aspects of and the project background for the NASA Image exchange (NIX). NIX, which provides a single entry point to search selected image databases at the NASA Centers, is a meta-search engine (i.e., a search engine that communicates with other search engines). It uses these distributed digital image databases to access photographs, animations, and their associated descriptive information (meta-data). NIX is available for use at the following URL: http://nix.nasa.gov./NIX, which was sponsored by NASAs Scientific and Technical Information (STI) Program, currently serves images from seven NASA Centers. Plans are under way to link image databases from three additional NASA Centers. images and their associated meta-data, which are accessible by NIX, reside at the originating Centers, and NIX utilizes a virtual central site that communicates with each of these sites. Incorporated into the virtual central site are several protocols to support searches from a diverse collection of database engines. The searches are performed in parallel to ensure optimization of response times. To augment the search capability, browse functionality with pre-defined categories has been built into NIX, thereby ensuring dissemination of 'best-of-breed' imagery. As a final recourse, NIX offers access to a help desk via an on-line form to help locate images and information either within the scope of NIX or from available external sources.

vonOfenheim. William H. C.

Visually Coupled Systems (VCS): The Virtual Panoramic Display (VPD) System

The development and impact is described of new visually coupled system (VCS) equipment designed to support engineering and human factors research in the military aircraft cockpit environment. VCS represents an advanced man-machine interface (MMI). Its potential to improve aircrew situational awareness seems enormous, but its superiority over the conventional cockpit MMI has not been established in a conclusive and rigorous fashion. What has been missing is a 'systems' approach to technology advancement that is comprehensive enough to produce conclusive results concerning the operational viability of the VCS concept and verify any risk factors that might be involved with its general use in the cockpit. The advanced VCS configuration described here, was ruggedized for use in military aircraft environments and was dubbed the Virtual Panoramic Display (VPD). It was designed to answer the VCS portion of the systems problem, and is implemented as a modular system whose performance can be tailored to specific application requirements. The overall system concept and the design of the two most important electronic subsystems that support the helmet mounted parts, a new militarized version of the magnetic helmet mounted sight and correspondingly similar helmet display electronics, are discussed in detail. Significant emphasis is given to illustrating how particular design features in the hardware improve overall system performance and support research activities.

Kocian, Dean F.

Massively Clustered CubeSats NCPS Demo Mission

Technologies under development for the proposed Nuclear Cryogenic Propulsion Stage (NCPS) will require an un-crewed demonstration mission before they can be flight qualified over distances and time frames representative of a crewed Mars mission. In this paper, we describe a Massively Clustered CubeSats platform, possibly comprising hundreds of CubeSats, as the main payload of the NCPS demo mission. This platform would enable a mechanism for cost savings for the demo mission through shared support between NASA and other government agencies as well as leveraged commercial aerospace and academic community involvement. We believe a Massively Clustered CubeSats platform should be an obvious first choice for the NCPS demo mission when one considers that cost and risk of the payload can be spread across many CubeSat customers and that the NCPS demo mission can capitalize on using CubeSats developed by others for its own instrumentation needs. Moreover, a demo mission of the NCPS offers an unprecedented opportunity to invigorate the public on a global scale through direct individual participation coordinated through a web-based collaboration engine. The platform we describe would be capable of delivering CubeSats at various locations along a trajectory toward the primary mission destination, in this case Mars, permitting a variety of potential CubeSat-specific missions. Cameras on various CubeSats can also be used to provide multiple views of the space environment and the NCPS vehicle for video monitoring as well as allow the public to "ride along" as virtual passengers on the mission. This collaborative approach could even initiate a brand new Science, Technology, Engineering and Math (STEM) program for launching student developed CubeSat payloads beyond Low Earth Orbit (LEO) on future deep space technology qualification missions. Keywords: Nuclear Propulsion, NCPS, SLS, Mars, CubeSat.

Robertson, Glen A.

Performance of high-altitude, long-endurance, turboprop airplanes using conventional or cryogenic fuels

An analytical study has been conducted to evaluate the potential endurance of remotely piloted, low speed, high altitude, long endurance airplanes designed with 1990 technology. The baseline configuration was a propeller driven, sailplane like airplane powered by turbine engines that used JP-7, liquid methane, or liquid hydrogen as fuel. Endurance was measured as the time spent between 60,000 feet and an engine limited maximum altitude of 70,000 feet. Performance was calculated for a baseline vehicle and for configurations derived by varying aerodynamic, structural or propulsion parameters. Endurance is maximized by reducing wing loading and engine size. The level of maximum endurance for a given wing loading is virtually the same for all three fuels. Constraints due to winds aloft and propulsion system scaling produce maximum endurance values of 71 hours for JP-7 fuel, 70 hours for liquid methane, and 65 hours for liquid hydrogen. Endurance is shown to be strongly effected by structural weight fraction, specific fuel consumption, and fuel load. Listings of the computer program used in this study and sample cases are included in the report.

Liu, G. C.

Fusion interfaces for tactical environments: An application of virtual reality technology

The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

Haas, Michael W.

Transportation by Air-On the Ground

A Rolair air flotation system is a spinoff of NASA/General Motors technology developed for the Apollo Program. It allows heavy loads to be moved easily by separating the load from the ground by a thin air cushion, virtually eliminating surface friction. Rolair Systems, Inc. was formed by former General Motors engineers and has successfully employed the system for both aerospace and nonaerospace industries.

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The Lunar Transit Telescope (LTT) - An early lunar-based science and engineering mission

The Sentinel, the soft-landed lunar telescope of the LTT project, is described. The Sentinel is a two-meter telescope with virtually no moving parts which accomplishes an imaging survey of the sky over almost five octaves of the electromagnetic spectrum from the ultraviolet into the infrared, with an angular resolution better than 0.1 arsec/pixel. The Sentinel will incorporate innovative techniques of interest for future lunar-based telescopes and will return significant engineering data which can be incorporated into future lunar missions. The discussion covers thermal mapping of the Sentinel, measurement of the cosmic ray flux, lunar dust, micrometeoroid flux, the lunar atmosphere, and lunar regolith stability and seismic activity.

Mcgraw, John T.

Software Development: 3D Animations and Creating User Interfaces for Realistic Simulations

My fall 2015 semester was spent at the Lyndon B. Johnson Space Center working in the Integrated Graphics, Operations, and Analysis Laboratory (IGOAL). My first project was to create a video animation that could tell the story of OMICS. OMICS is a term being used in the field of biomedical science to describe the collective technologies that study biological systems, such as what makes up a cell and how it functions with other systems. In the IGOAL I used a large 23 inch Wacom monitor to draw storyboards, graphics, and line art animations. I used Blender as the 3D environment to sculpt, shape, cut or modify the several scenes and models for the video. A challenge creating this video was to take a term used in biomedical science and describe it in such a way that an 8th grade student can understand. I used a line art style because it would visually set the tone for what we thought was an educational style. In order to get a handle on the perspective and overall feel for the animation without overloading my workspace, I split up the 2 minute animation into several scenes. I used Blender's python scripting capabilities which allowed for the addition of plugins to add or modify tools. The scripts can also directly interact with the objects to create naturalistic patterns or movements. After collecting the rendered scenes, I used Blender's built-in video editing workspace to output the animation. My second project was to write software that emulates a physical system's interface. The interface was to simulate a boat, ROV, and winch system. Simulations are a time and cost effective way to test complicated data and provide training for operators without having to use expensive hardware. We created the virtual controls with 3-D Blender models and 2-D graphics, and then add functionality in C# using the Unity game engine. The Unity engine provides several essential behaviors of a simulator, such as the start and update functions. A framework for Unity, which was developed in the lab, provided a way to place the different widgets on the virtual console dock and have them resize correctly based on the window dimensions.. My task in this project was to create the controls and visualizations for the data coming in from the simulator for the boat portion of the project. I wrote a class for each control window to handle the functionality of that widget. I implemented 11 widgets that make up the ship portion of the simulator. The members of the lab were each masters of their craft and I'm glad I had the opportunity to learn from them. I learned to plan strategically so I could finish this project on time. I allotted time for storyboarding, development, and refinement. In regards to animating I learned to use modifiers like lattice, boolean and build deformers. I also learned how to animate with drivers, how to use the dope sheet, and how to use the graph editor. In coding I learned to limit the chances for bugs by privatizing functions that should be exclusive to their class. I learned how to use the GIT repository to commit, stash and pull the latest build. I learned a bit of everything because I had the chance to see the entire application development process from the artwork, to the implementation.

Gordillo, Orlando Enrique

Propagation of Noise Uncertainty Through Virtual Strain Gauge Formulations for 2D Digital Image Correlation

The effect of displacement uncertainty is examined on 2-dimensional strain, calculated using linear surfaces fitted to the displacement field. A classical engineering error propagation method is used to calculate uncertainty in Green-Lagrangian strain calculations. The derived uncertainty is compared to a Monte Carlo simulation and discrepancies under 2% are seen between these two methods. The effect of virtual strain gauge size, displacement uncertainty, and boundaries on the region of interest on the strain uncertainty are considered. Here, an exponential decay relationship is observed between strain uncertainty and virtual strain gauge size, while a linear relationship is seen between strain and displacement uncertainty. For boundaries in the region of interest, strain uncertainty is affected by the reduced number of points available to perform the regression.

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