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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 199 records · Page 11

Test data analysis of the thermodynamic vent system-augmented top spray injector liquid nitrogen transfer experiments

Traditionally, a cryogenic tank must be pre-chilled to some “target” temperature before the main vent valve can be closed to attempt a non-vented fill (NVF) of cryogenic liquid propellant. This methodology is particularly attractive for performing in-space transfer of cryogens due to the unknown location of the liquid/vapor interface in microgravity and the high likelihood of venting liquid if the vent valve is opened during transfer. This paper presents in-depth test data analysis of a Thermodynamic Vent System (TVS) augmented injector used for cryogenic tank chilldown and fill experiments of a thin-walled Titanium tank. Eight tests were conducted using liquid nitrogen across a range of inlet conditions and boundary conditions, and three different chilldown/fill methods. For four of the tests, the injector sprays liquid into the tank as normal, but also uses a TVS heat exchanger to cool the metallic injector itself as well as the main incoming liquid stream. Results show that using the TVS augmented injector simplifies transfer operation via enhanced condensation at the injector surface at the cost of sacrificing only a small amount of propellant.

No-vent Fill↗

Handling Qualities Assessment of Manual Lunar Landing with Display Augmentation

Research and development is being conducted to support data-driven design decisions for manual control and human involvement in the lunar landing task under the Human Landing System (HLS) program within the Artemis campaign. A human-in-the-loop simulator evaluation of the manual control of a lunar landing vehicle in the final approach and landing phase was conducted at NASA Langley Research Center in the Lunar Flight Deck simulator using the Altair Design and Analysis Cycle (DAC)-2 government reference vehicle. The objective was to perform a direct comparison of control law types with display aiding for various rotational control powers being considered under HLS. Ten subjects (four NASA test pilots and six current pilot astronauts) provided Cooper-Harper ratings, NASA Task Load Index workload ratings, and qualitative comments. The piloting task was to assume manual control of the vehicle (including vertical descent rate) at 150 m above the landing zone, fly to a redesignated landing target (which was up to 75 m radially from the center of the landing zone) and to touch down within a position accuracy of 5m. The data showed that the display augmentation in the form of a “hover cue” significantly improved the pilot’s ability to control translation and create satisfactory handling qualities for otherwise sluggish configurations; however, the investigation also showed that display augmentation is not a panacea. Handling qualities problems, including pilot-induced oscillations, and higher workload for the lowest control powers can still be evident.

Lynda J. Kramer↗

Handling Qualities Assessment of Manual Lunar Landing with Display Augmentation

Research and development is being conducted to support data-driven design decisions for manual control and human involvement in the lunar landing task under the Human Landing System (HLS) program within the Artemis campaign. A human-in-the-loop simulator evaluation of the manual control of a lunar landing vehicle in the final approach and landing phase was conducted at NASA Langley Research Center in the Lunar Flight Deck simulator using the Altair Design and Analysis Cycle (DAC)-2 government reference vehicle. The objective was to perform a direct comparison of control law types with display aiding for various rotational control powers being considered under HLS. Ten subjects (four NASA test pilots and six current pilot astronauts) provided Cooper-Harper ratings, NASA Task Load Index workload ratings, and qualitative comments. The piloting task was to assume manual control of the vehicle (including vertical descent rate) at 150 m above the landing zone, fly to a redesignated landing target (which was up to 75 m radially from the center of the landing zone) and to touch down within a position accuracy of 5m. The data showed that the display augmentation in the form of a “hover cue” significantly improved the pilot’s ability to control translation and create satisfactory handling qualities for otherwise sluggish configurations; however, the investigation also showed that display augmentation is not a panacea. Handling qualities problems, including pilot-induced oscillations, and higher workload for the lowest control powers can still be evident.

Lynda Kramer↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) aims to land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. NASA’s Joint Augmented Reality Visual Informatics System (Joint AR) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and computes system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A VR testbed was established to simulate a representative lunar surface environment, enabling a series of three human-in-the-loop (HITL) tests evaluating AR navigation interfaces for exploration extravehicular activity (xEVA). Our findings identify several considerations for future Joint AR design and testing efforts, including challenges with data overload, attentional demands, and environment-related perceptual challenges. Trade-offs and potential approaches are discussed to mitigate these challenges and improve future Joint AR testing fidelity.

Jacob Keller↗

Trades, Architecture, and Design of the Joint Augmented Reality Visual Informatics System (Joint AR) Product

Future expeditions will enable exploration and study of the planetary surfaces of the Moon and Mars by performing extravehicular activity (EVA) operations. Present-day International Space Station (ISS) EVA operations require an intricate choreography of crew, space suits, tools, systems, and flight teams to plan, train, and execute with limited advanced informatics. In this paper, the Joint Augmented Reality Visual Informatics System (Joint AR) project team at NASA Johnson Space Center (JSC) characterizes the design space for developing a modular augmented reality (AR) device for a spacesuit form factor that can support crew decision-making for EVA. The Joint AR product was defined via trade studies and market analysis of previous EVA display efforts, various AR components such as optics, commercial AR systems, light engines, data interfaces, and graphics engine software. This paper outlines the defining architectural design decisions, including safety criticality considerations, interfaces, and computer architectures. The outcomes of these studies result in a prototype design which is defined here as the Joint AR product. This work aims to enable a community-wide discussion toward realizing necessary suit-compatible AR features and capabilities for future missions.

Paromita Mitra↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) aims to land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. NASA’s Joint Augmented Reality Visual Informatics System (Joint AR) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and computes system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A VR testbed was established to simulate a representative lunar surface environment, enabling a series of three human-in-the-loop (HITL) tests evaluating AR navigation interfaces for exploration extravehicular activity (xEVA). Our findings identify several considerations for future Joint AR design and testing efforts, including challenges with data overload, attentional demands, and environment-related perceptual challenges. Trade-offs and potential approaches are discussed to mitigate these challenges and improve future Joint AR testing fidelity.

Matthew Miller↗

Trades, Architecture, and Design of the Joint Augmented Reality Visual Informatics System (Joint AR) Product

Future expeditions will enable exploration and study of the planetary surfaces of the Moon and Mars by performing extravehicular activity (EVA) operations. Present-day International Space Station (ISS) EVA operations require an intricate choreography of crew, space suits, tools, systems, and flight teams to plan, train, and execute with limited advanced informatics. In this paper, the Joint Augmented Reality Visual Informatics System (Joint AR) project team at NASA Johnson Space Center (JSC) characterizes the design space for developing a modular augmented reality (AR) device for a spacesuit form factor that can support crew decision-making for EVA. The Joint AR product was defined via trade studies and market analysis of previous EVA display efforts, various AR components such as optics, commercial AR systems, light engines, data interfaces, and graphics engine software. This paper outlines the defining architectural design decisions, including safety criticality considerations, interfaces, and computer architectures. The outcomes of these studies result in a prototype design which is defined here as the Joint AR product. This work aims to enable a community-wide discussion toward realizing necessary suit-compatible AR features and capabilities for future missions.

Paromita Mitra↗

Retrieval-Augmented Generation and LLM Agents for Biomimicry Design Solutions

We present BIDARA, a Bio-Inspired Design And Research Assistant, to address the complexity of biomimicry – the practice of designing modern-day engineering solutions inspired by biological phenomena. Large Language Models (LLMs) have been shown to act as sufficient general purpose task solvers, but they often hallucinate and fail in regimes that require domain-specific and up-to-date knowledge. We integrate Retrieval-Augmented Generation (RAG) and Reasoning-and-Action agents to aid LLMs in avoiding hallucination and utilizing updated knowledge during generation of biomimetic design solutions. We find that incorporating RAG increases the feasibility of the design solutions in both prompting and agent settings, and we use these findings to guide our ongoing work. To the extent of our knowledge, this is the first work that integrates and evaluates Retrieval-Augmented Generation within LLM-generated biomimetic design solutions.

biomimicry↗

Retrieval-Augmented Generation and LLM Agents for Biomimicry Design Solutions

We present BIDARA, a Bio-Inspired Design And Research Assistant, to address the complexity of biomimicry – the practice of designing modern-day engineering solutions inspired by biological phenomena. Large Language Models (LLMs) have been shown to act as sufficient general purpose task solvers, but they often hallucinate and fail in regimes that require domain-specific and up-to-date knowledge. We integrate Retrieval-Augmented Generation (RAG) and Reasoning-and-Action agents to aid LLMs in avoiding hallucination and utilizing updated knowledge during generation of biomimetic design solutions. We find that incorporating RAG increases the feasibility of the design solutions in both prompting and agent settings, and we use these findings to guide our ongoing work. To the extent of our knowledge, this is the first work that integrates and evaluates Retrieval-Augmented Generation within LLM-generated biomimetic design solutions.

biomimicry↗

Improving GES Disc Data Search and Discovery Through AI Metadata Augmentation

NASA’s Goddard Earth Science (GES) Data and Information Services Center (DISC) is one of twelve data centers in NASA's Science Mission Directorate (SMD), providing vital earth science data to a diverse user base. To enhance the discoverability of this data, GES DISC employs a keyword search system, which leverages scientific keywords embedded in dataset metadata. However, the evolving nature of scientific applications of our data necessitates regular review and augmentation of these keywords. To address this, we developed a service to automatically predict missing science keywords in the metadata. This service constructs a knowledge graph from the latest GES DISC metadata within NASA’s Common Metadata Repository (CMR). Using an open-source library, we trained a machine learning model to predict absent science keywords in the metadata. Our preliminary results indicate that the model has high levels of accuracy at predicting science keywords in the dataset metadata when exposed to data not included in its training. These predicted keywords were then evaluated by GES DISC data curation scientists and compared against other AI tools for metadata augmentation. We aim to enhance the overall usability and accessibility of NASA’s earth science data by implementing this tool in our data curation processes.

Kendall Gilbert↗

Holographic Rovers: Augmented Reality and the Microsoft HoloLens

Augmented Reality is an emerging field in technology, and encompasses Head Mounted Displays, smartphone apps, and even projected images. HMDs include the Meta 2, Magic Leap, Avegant Light Field, and the Microsoft HoloLens, which is evaluated specifically. The Microsoft HoloLens is designed to be used as an AR personal computer, and is being optimized with that goal in mind. Microsoft allied with the Unity3D game engine to create an SDK for interested application developers that can be used in the Unity environment.

augmented reality↗