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At least 199 records · Page 11

Developing a Motion-Based System for Lunar Vehicle Handling Qualities Testing

— Motion and visual cue influences are critical in any simulator system, as they impact multiple aspects of the human’s neurovestibular and visual systems. Cues of real motion proceeds to the brain before cues of visual change. It is important therefore for simulator motion cues to exist and to match those realistically with those of the real vehicle to provide transferable training of the activity for operations. The United Kingdom’s Royal Air Force Institute of Aviation Medicine (1989)[1] stated that motion platforms are the only simulation devices capable of fully stimulating the body motion sensors. They confirmed that motion platforms can impart accelerations to the whole body and therefore exercise the automatic motion feedback-loop that operators are used to. With both visual and motion cues handling the vehicle becomes more realistic. Strachan (2019)[1] confirms motion cueing from a well set-up motion platform has been found to be important especially in conditions such as night or reduced visibility where motion cues may be more relied upon. As of this writing, the only lunar rover motion simulator is housed at the General Motors (GM) Milford Proving Ground, which only simulates the motions of a traditional car. A NASA Test Team proposed to complete a motion-based simulation system for NASA’s Lunar Terrain Vehicle (LTV) which resides at Johnson Space Center’s Systems Engineering Simulator facility. This activity integrated existing fixed base simulation capabilities with a newly procured six-degree of freedom motion base platform for the design, development, evaluation, and training associated with the LTV project. This would incorporate a South Pole Lunar virtual reality simulation using Lunar Reconnaissance Orbiter 5m/pixel high-resolution imagery and Unreal 5.2 Virtual Shadow Maps, combined with a virtual reality (VR) headset, integrated within a rover cockpit on a Mikrolar Motion Platform for evaluating human performance and vehicle handling qualities for concept roving vehicle designs. The motion-based system received its Human Rating Certification on March 2023. To begin testing the new facility, a preliminary handling qualities study was conducted. The objectives were to determine if there is a correlation amongst three handling quality methods of performance for a lunar vehicle and to understand the effects of a simulated 1/6-g loads and visuals with a motion platform on the operator while in a 1-g physical environment. The capability this system provides directly benefits the NASA’s Extravehicular Activity and Human Surface Mobility Program and NASA’s Flight Operations Directorate in evaluating the driving qualities of vehicle concepts, human performance related to the operating of a lunar surface vehicle, and assessment of suit related driving impacts. It would also provide direct operational benefit by providing a first-in class and unique simulation platform for the lunar astronaut training curriculum. The empirical knowledge of rover and human performance on this scale is paramount as there is currently no other lunar surface simulator with these capabilities. The result of this study ensures a broadly applicable method of testing for shirtsleeve, unpressurized and pressurized suited rover handling qualities.

Test Track↗

Open Platform for Limit Protection with Carefree Maneuver Applications

This Open Platform for Limit Protection guides the open design of maneuver limit protection systems in general, and manned, rotorcraft, aerospace applications in particular. The platform uses three stages of limit protection modules: limit cue creation, limit cue arbitration, and control system interface. A common set of limit cue modules provides commands that can include constraints, alerts, transfer functions, and friction. An arbitration module selects the "best" limit protection cues and distributes them to the most appropriate control path interface. This platform adopts a holistic approach to limit protection whereby it considers all potential interface points, including the pilot's visual, aural, and tactile displays; and automatic command restraint shaping for autonomous limit protection. For each functional module, this thesis guides the control system designer through the design choices and information interfaces among the modules. Limit cue module design choices include type of prediction, prediction mechanism, method of critical control calculation, and type of limit cue. Special consideration is given to the nature of the limit, particularly the level of knowledge about it, and the ramifications for limit protection design, especially with respect to intelligent control methods such as fuzzy inference systems and neural networks.

Jeram, Geoffrey J.↗

Static and Motion-Based Visual Features Used by Airport Tower Controllers: Some Implications for the Design of Remote or Virtual Towers

Visual motion and other visual cues are used by tower controllers to provide important support for their control tasks at and near airports. These cues are particularly important for anticipated separation. Some of them, which we call visual features, have been identified from structured interviews and discussions with 24 active air traffic controllers or supervisors. The visual information that these features provide has been analyzed with respect to possible ways it could be presented at a remote tower that does not allow a direct view of the airport. Two types of remote towers are possible. One could be based on a plan-view, map-like computer-generated display of the airport and its immediate surroundings. An alternative would present a composite perspective view of the airport and its surroundings, possibly provided by an array of radially mounted cameras positioned at the airport in lieu of a tower. An initial more detailed analyses of one of the specific landing cues identified by the controllers, landing deceleration, is provided as a basis for evaluating how controllers might detect and use it. Understanding other such cues will help identify the information that may be degraded or lost in a remote or virtual tower not located at the airport. Some initial suggestions how some of the lost visual information may be presented in displays are mentioned. Many of the cues considered involve visual motion, though some important static cues are also discussed.

Ellis, Stephen R.↗

Sensory, motor, and combined contexts for context-specific adaptation of saccade gain in humans

Saccadic eye movements can be adapted in a context-specific manner such that their gain can be made to depend on the state of a prevailing context cue. We asked whether context cues are more effective if their nature is primarily sensory, motor, or a combination of sensory and motor. Subjects underwent context-specific adaptation using one of three different context cues: a pure sensory context (head roll-tilt right or left); a pure motor context (changes in saccade direction); or a combined sensory-motor context (head roll-tilt and changes in saccade direction). We observed context-specific adaptation in each condition; the greatest degree of context-specificity occurred in paradigms that used the motor cue, alone or in conjunction with the sensory cue. Copyright 2002 Elsevier Science Ireland Ltd.

NASA Discipline Neuroscience↗

Platform motion for fighter simulations

The reported investigation is concerned with aspects of 'realistic' cue generation and evaluation. 'Realistic' cues are defined to mean cues that are representative of an aircraft, that are of sufficient magnitude to be sensed, that are in the proper direction arriving at the proper time, and yet that are within the presentation capabilities of the washout/synergistic platform system. Attention is given to the aircraft mathematical model, computer implementation, cockpit hardware, visual display, the motion system, vertical acceleration, longitudinal acceleration and pitch rate, and lateral acceleration and roll rate. The motion cues for fighter aircraft produced by Langley nonlinear adaptive washout/synergistic motion base system are found to be unacceptable in the roll axis representation. However, a method for producing potentially realistic roll cues is identified.

Parrish, R. V.↗

Age-related changes in human posture control: Sensory organization tests

Postural control was measured in 214 human subjects ranging in age from 7 to 81 years. Sensory organization tests measured the magnitude of anterior-posterior body sway during six 21 s trials in which visual and somatosensory orientation cues were altered (by rotating the visual surround and support surface in proportion to the subject's sway) or vision eliminated (eyes closed) in various combinations. No age-related increase in postural sway was found for subjects standing on a fixed support surface with eyes open or closed. However, age-related increases in sway were found for conditions involving altered visual or somatosensory cues. Subjects older than about 55 years showed the largest sway increases. Subjects younger than about 15 years were also sensitive to alteration of sensory cues. On average, the older subjects were more affected by altered visual cues whereas younger subjects had more difficulty with altered somatosensory cues.

Peterka, R. J.↗

Visual augmentation for night flight over featureless terrain

Visual augmentation technique based on infrared cueing lights which project from the aircraft to the terrain is proposed to mitigate the problems associated with night flight over regions with featureless terrains. A series of simulation studies evaluated the effectiveness of several cueing light configurations. Results indicate that certain relatively low-cost cueing light configurations can be effectively used as pseudo-flight directors without impairing the pilot's use of available natural cues in the scene. Pilots prefer configurations which provide multiple samples of the forward terrain. Providing several 'look-aheads' helps to resolve potential vehicle/terrain state ambiguities. It is concluded that cueing lights are capable of creating visual patterns which are readily interpreted and translated to control commands, thus providing pilots with intuitive, low-workload decision aids.

Kaiser, Mary K.↗

Primary display latency criteria based on flying qualities and performance data

With a pilots' increasing use of visual cue augmentation, much requiring extensive pre-processing, there is a need to establish criteria for new avionics/display design. The timeliness and synchronization of the augmented cues is vital to ensure the performance quality required for precision mission task elements (MTEs) where augmented cues are the primary source of information to the pilot. Processing delays incurred while transforming sensor-supplied flight information into visual cues are unavoidable. Relationships between maximum control system delays and associated flying qualities levels are documented in MIL-F-83300 and MIL-F-8785. While cues representing aircraft status may be just as vital to the pilot as prompt control response for operations in instrument meteorological conditions, presently, there are no specification requirements on avionics system latency. To produce data relating avionics system latency to degradations in flying qualities, the Navy conducted two simulation investigations. During the investigations, flying qualities and performance data were recorded as simulated avionics system latency was varied. Correlated results of the investigation indicates that there is a detrimental impact of latency on flying qualities. Analysis of these results and consideration of key factors influencing their application indicate that: (1) Task performance degrades and pilot workload increases as latency is increased. Inconsistency in task performance increases as latency increases. (2) Latency reduces the probability of achieving Level 1 handling qualities with avionics system latency as low as 70 ms. (3) The data suggest that the achievement of desired performance will be ensured only at display latency values below 120 ms. (4) These data also suggest that avoidance of inadequate performance will be ensured only at display latency values below 150 ms.

Funk, John D., Jr.↗

Attentional limitations with Head-Up Displays

Recent models of visual information processing suggest that visual attention can be focussed on either Head-Up Displays (HUD) or on the world beyond them, but not on both simultaneously. This hypothesis was tested in a part-task simulation in which subjects viewed a simulated approach to a runway with a HUD superimposed. An alphanumeric cue ('IFR' or 'VFR') appeared on either the HUD or the runway and was followed by two sets of three geometric forms; one set on the HUD and one set on the runway. Each set contained one potential target, either a stop sign or a diamond. If the cue spelled 'IFR', subjects made a speeded response based on the identity of the HUD target; if the cue spelled 'VFR', subjects made a speeded response based on the identity of the runway target. Regardless of cue location (HUD or Runway), responses were faster when the cue and the relevant target were part of the same perceptual group (i.e., both on the HUD or both on the runway) than when they were part of different perceptual groups. These results, as well as others, suggest that attentional constraints place severe limits on the ability of pilots to process HUD-referenced information and world-referenced information simultaneously. In addition, they provide direct evidence that transitioning from processing HUD information to processing world information requires an attention shift. Implications for HUD design are considered.

Mccann, Robert S.↗

An Analytical Comparison of the Fidelity of "Large Motion" Versus "Small Motion" Flight Simulators in a Rotorcraft Side-Step Task

This paper presents an analytical and experimental methodology for studying flight simulator fidelity. The task was a rotorcraft bob-up/down maneuver in which vertical acceleration constituted the motion cue. The task considered here is aside-step maneuver that differs from the bob-up one important way: both roll and lateral acceleration cues are available to the pilot. It has been communicated to the author that in some Verticle Motion Simulator (VMS) studies, the lateral acceleration cue has been found to be the most important. It is of some interest to hypothesize how this motion cue associated with "outer-loop" lateral translation fits into the modeling procedure where only "inner-loop " motion cues were considered. This Note is an attempt at formulating such an hypothesis and analytically comparing a large-motion simulator, e.g., the VMS, with a small-motion simulator, e.g., a hexapod.

Hess, Ronald A.↗

Interocular velocity difference contributes to stereomotion speed perception

Two experiments are presented assessing the contributions of the rate of change of disparity (CD) and interocular velocity difference (IOVD) cues to stereomotion speed perception. Using a two-interval forced-choice paradigm, the perceived speed of directly approaching and receding stereomotion and of monocular lateral motion in random dot stereogram (RDS) targets was measured. Prior adaptation using dysjunctively moving random dot stimuli induced a velocity aftereffect (VAE). The degree of interocular correlation in the adapting images was manipulated to assess the effectiveness of each cue. While correlated adaptation involved a conventional RDS stimulus, containing both IOVD and CD cues, uncorrelated adaptation featured an independent dot array in each monocular half-image, and hence lacked a coherent disparity signal. Adaptation produced a larger VAE for stereomotion than for monocular lateral motion, implying effects at neural sites beyond that of binocular combination. For motion passing through the horopter, correlated and uncorrelated adaptation stimuli produced equivalent stereomotion VAEs. The possibility that these results were due to the adaptation of a CD mechanism through random matches in the uncorrelated stimulus was discounted in a control experiment. Here both simultaneous and sequential adaptation of left and right eyes produced similar stereomotion VAEs. Motion at uncrossed disparities was also affected by both correlated and uncorrelated adaptation stimuli, but showed a significantly greater VAE in response to the former. These results show that (1) there are two separate, specialised mechanisms for encoding stereomotion: one through IOVD, the other through CD; (2) the IOVD cue dominates the perception of stereomotion speed for stimuli passing through the horopter; and (3) at a disparity pedestal both the IOVD and the CD cues have a significant influence.

Vision, Binocular/physiology↗

Context-specific adaptation of pursuit initiation in humans

PURPOSE: To determine if multiple states for the initiation of pursuit, as assessed by acceleration in the "open-loop" period, can be learned and gated by context. METHODS: Four normal subjects were studied. A modified step-ramp paradigm for horizontal pursuit was used to induce adaptation. In an increasing paradigm, target velocity doubled 230 msec after onset; in a decreasing paradigm, it was halved. In the first experiment, vertical eye position (+/-5 degrees ) was used as the context cue, and the training paradigm (increasing or decreasing) changed with vertical eye position. In the second experiment, with vertical position constant, when the target was red, training was decreasing, and when green, increasing. The average eye acceleration in the first 100 msec of tracking was the index of open-loop pursuit performance. RESULTS: With vertical position as the cue, pursuit adaptation differed between up and down gaze. In some cases, the direction of adaptation was in exact accord with the training stimuli. In others, acceleration increased or decreased for both up and down gaze but always in correct relative proportion to the training stimuli. In contrast, multiple adaptive states were not induced with color as the cue. CONCLUSIONS: Multiple values for the relationship between the average eye acceleration during the initiation of pursuit and target velocity could be learned and gated by context. Vertical position was an effective contextual cue but not target color, implying that useful contextual cues must be similar to those occurring naturally, for example, orbital position with eye muscle weakness.

NASA Discipline Neuroscience↗

Using Dynamic Interface Modeling and Simulation to Develop a Launch and Recovery Flight Simulation for a UH-60A Blackhawk

Joint Shipboard Helicopter Integration Process (JSHIP) is a Joint Test and Evaluation (JT&E) program sponsored by the Office of the Secretary of Defense (OSD). Under the JSHDP program is a simulation effort referred to as the Dynamic Interface Modeling and Simulation System (DIMSS). The purpose of DIMSS is to develop and test the processes and mechanisms that facilitate ship-helicopter interface testing via man-in-the-loop ground-based flight simulators. Specifically, the DIMSS charter is to develop an accredited process for using a flight simulator to determine the wind-over-the-deck (WOD) launch and recovery flight envelope for the UH-60A ship/helicopter combination. DIMSS is a collaborative effort between the NASA Ames Research Center and OSD. OSD determines the T&E and warfighter training requirements, provides the programmatics and dynamic interface T&E experience, and conducts ship/aircraft interface tests for validating the simulation. NASA provides the research and development element, simulation facility, and simulation technical experience. This paper will highlight the benefits of the NASA/JSHIP collaboration and detail achievements of the project in terms of modeling and simulation. The Vertical Motion Simulator (VMS) at NASA Ames Research Center offers the capability to simulate a wide range of simulation cueing configurations, which include visual, aural, and body-force cueing devices. The system flexibility enables switching configurations io allow back-to-back evaluation and comparison of different levels of cueing fidelity in determining minimum training requirements. The investigation required development and integration of several major simulation system at the VMS. A new UH-60A BlackHawk interchangeable cab that provides an out-the-window (OTW) field-of-view (FOV) of 220 degrees in azimuth and 70 degrees in elevation was built. Modeling efforts involved integrating Computational Fluid Dynamics (CFD) generated data of an LHA ship airwake and integrating a real-time ship motion model developed based on a batch model from Naval Surface Warfare Center. Engineering development and integration of a three degrees-of-freedom (DOF) dynamic seat to simulate high frequency rotor-dynamics dependent motion cues for use in conjunction with the large motion system was accomplished. The development of an LHA visual model in several different levels of resolution and an aural cueing system in which three separate fidelity levels could be selected were developed. VMS also integrated a PC-based E&S simFUSION system to investigate cost effective IG alternatives. The DIMSS project consists of three phases that follow an approved Validation, Verification and accreditation (VV&A) process. The first phase will support the accreditation of the individual subsystems and models. The second will follow the verification and validation of the integrated subsystems and models, and will address fidelity requirements of the integrated models and subsystems. The third and final phase will allow the verification and validation of the full system integration. This VV&A process will address the utility of the simulated WOD launch and recovery envelope. Simulations supporting the first two stages have been completed and the data is currently being reviewed and analyzed.

Sweeney, Christopher↗

Neurophysiology Summary

The terrestrial gravitational field serves as an important orientation reference for human perception and movement, being continually monitored by sensory receptors in the skin, muscles, joints, and vestibular otolith organs. Cues from these graviceptors are used by the brain to estimate spatial orientation and to control balance and movement. Changes in these cues associated with the tonic changes in gravity (gravito-inertial force),during the launch and entry phases of space flight missions result in altered perceptions, degraded motor control performance, and in some cases, "motion" sickness during, and for a period of time after, the g-transitions. In response to these transitions, however, physiological and behavioral response mechanisms are triggered to compensate for altered graviceptor cues and/or to adapt to the new sensory environment. Basic research in the neurophysiology discipline is focused on understanding the characteristic features of and the underlying mechanisms for the normal human response to tonic changes in the gravito-inertial force environment. These studies address fundamental questions regarding the role of graviceptors in orientation and movement in the terrestrial environment, as well as the capacity, specificity, and modes for neural plasticity in the sensory-motor and perceptual systems of the brain. At the 2001 workshop basic research studies were presented addressing: neuroanatomical responses to altered gravity environments, the neural mechanisms for resolving the ambiguity between tilting and translational stimuli in otolith organ sensory input, interactions between the vestibular system and the autonomic nervous system , the roles of haptic and visual cues in spatial orientation, mechanisms for training environment-appropriate sensorimotor responses triggered by environment-specific context cues, and studies of sensori-motor control of posture and locomotion in the terrestrial environment with and without recent exposure to space flight. Building on these basic research studies are more applied studies focused on the development of countermeasures to the untoward neurophysiological responses to space flight. At the 2001 workshop, applied research studies were presented addressing issues related to the use of rotational artificial gravity (centripetal acceleration) as a multisystem (bone, muscle, cardiovascular, and, perhaps, neurovestibular) countermeasure. Also presented was a clinical study reporting on a new rating system for clinical evaluation of postflight functional neurological status.

Paloski, William H.↗

Surface color perception under two illuminants: the second illuminant reduces color constancy

This study investigates color perception in a scene with two different illuminants. The two illuminants, in opposite corners, simultaneously shine on a (simulated) scene with an opaque dividing wall, which controls how much of the scene is illuminated by each source. In the first experiment, the height of the dividing wall was varied. This changed the amount of each illuminant reaching objects on the opposite side of the wall. Results showed that the degree of color constancy decreased when a region on one side of the wall had cues to both illuminants, suggesting that cues from the second illuminant are detrimental to color constancy. In a later experiment, color constancy was found to improve when the specular highlight cues from the second illuminant were altered to be consistent with the first illuminant. This corroborates the influence of specular highlights in surface color perception, and suggests that the reduced color constancy in the first experiment is due to the inconsistent, though physically correct, cues from the two illuminants.

Contrast Sensitivity/physiology↗

The effect of visual context on manual localization of remembered targets

This paper examines the contribution of egocentric cues and visual context to manual localization of remembered targets. Subjects pointed in the dark to the remembered position of a target previously viewed without or within a structured visual scene. Without a remembered visual context, subjects pointed to within 2 degrees of the target. The presence of a visual context with cues of straight ahead enhanced pointing performance to the remembered location of central but not off-center targets. Thus, visual context provides strong visual cues of target position and the relationship of body position to target location. Without a visual context, egocentric cues provide sufficient input for accurate pointing to remembered targets.

NASA Center JSC↗

A Model of Manual Control with Perspective Scene Viewing

A model of manual control during perspective scene viewing is presented, which combines the Crossover Model with a simpli ed model of perspective-scene viewing and visual- cue selection. The model is developed for a particular example task: an idealized constant- altitude task in which the operator controls longitudinal position in the presence of both longitudinal and pitch disturbances. An experiment is performed to develop and vali- date the model. The model corresponds closely with the experimental measurements, and identi ed model parameters are highly consistent with the visual cues available in the perspective scene. The modeling results indicate that operators used one visual cue for position control, and another visual cue for velocity control (lead generation). Additionally, operators responded more quickly to rotation (pitch) than translation (longitudinal).

pilot modeling↗

Possible steps in the evolutionary development of bird navigation

Hypotheses are presented to explain the evolutionary development of navigational ability in migratory birds. Areas of discussion to describe the possible techniques are: (1) sun compass, (2) bicoordinate navigation, (3) star compass, (4) wind cues, (5) earth magnetic field, and (6) landscape features. It is concluded that landscape is the single most important cue for orientation of nonmigratory birds. The long range migratory birds appear to use a combination of cues with the relative importance of the cue dependent upon the species of the bird involved.

Bellrose, F. C.↗