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At least 199 records · Page 11

Virtual Reality Simulation of the International Space Welding Experiment

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

Phillips, James A.↗

Stability Analysis for Constrained Principal Axis Slew Maneuvers

This paper addresses the problem of reorienting a rigid spacecraft from arbitrary initial conditions to prescribed final conditions with zero angular velocity. The control law analyzed is based on quaternion feedback and leaves the user to choose two gains as functions of position, angular rate, and time. For arbitrary initial states, conditions on the controller gains are identified that guarantee global asymptotic stability. For the special case of rest-to-rest reorientations, the control law reduces to earlier results involving a principal axis rotation. The paper also addresses slew rate constraints, both, in terms of the two and infinity norms.

Seywald, Hans↗

Automated Activation and Deactivation of a System Under Test

The MPLM Automated Activation/Deactivation application (MPLM means Multi-Purpose Logistic Module) was created with a three-fold purpose in mind: 1. To reduce the possibility of human error in issuing commands to, or interpreting telemetry from, the MPLM power, computer, and environmental control systems; 2. To reduce the amount of test time required for the repetitive activation/deactivation processes; and 3. To reduce the number of on-console personnel required for activation/ deactivation. All of these have been demonstrated with the release of the software. While some degree of automated end-item commanding had previously been performed for space-station hardware in the test environment, none approached the functionality and flexibility of this application. For MPLM activation, it provides mouse-click selection of the hardware complement to be activated, activates the desired hardware and verifies proper feedbacks, and alerts the user when telemetry indicates an error condition or manual intervention is required. For MPLM deactivation, the product senses which end items are active and deactivates them in the proper sequence. For historical purposes, an on-line log is maintained of commands issued and telemetry points monitored. The benefits of the MPLM Automated Activation/ Deactivation application were demonstrated with its first use in December 2002, when it flawlessly performed MPLM activation in 8 minutes (versus as much as 2.4 hours for previous manual activations), and performed MPLM deactivation in 3 minutes (versus 66 minutes for previous manual deactivations). The number of test team members required has dropped from eight to four, and in actuality the software can be operated by a sole (knowledgeable) system engineer.

Poff, Mark A.↗

Novel Problem Solving - The NASA Solution Mechanism Guide

Over the past five years, the Human Health and Performance (HH&P) Directorate at the NASA Johnson Space Center (JSC) has conducted a number of pilot and ongoing projects in collaboration and open innovation. These projects involved the use of novel open innovation competitions that sought solutions from "the crowd", non-traditional problem solvers. The projects expanded to include virtual collaboration centers such as the NASA Human Health and Performance Center (NHHPC) and more recently a collaborative research project between NASA and the National Science Foundation (NSF). These novel problem-solving tools produced effective results and the HH&P wanted to capture the knowledge from these new tools, to teach the results to the directorate, and to implement new project management tools and coursework. The need to capture and teach the results of these novel problem solving tools, the HH&P decided to create a web-based tool to capture best practices and case studies, to teach novice users how to use new problem solving tools and to change project management training/. This web-based tool was developed with a small, multi-disciplinary group and named the Solution Mechanism Guide (SMG). An alpha version was developed that was tested against several sessions of user groups to get feedback on the SMG and determine a future course for development. The feedback was very positive and the HH&P decided to move to the beta-phase of development. To develop the web-based tool, the HH&P utilized the NASA Tournament Lab (NTL) to develop the software with TopCoder under an existing contract. In this way, the HH&P is using one new tool (the NTL and TopCoder) to develop the next generation tool, the SMG. The beta-phase of the SMG is planed for release in the spring of 2014 and results of the beta-phase testing will be available for the IAC meeting in September. The SMG is intended to disrupt the way problem solvers and project managers approach problem solving and to increase the use of novel and more cost and time effective problem solving tools such as open innovation, collaborative research, and virtual collaborative project centers. The HH&P envisions changing project management coursework by including the SMG in the teaching of project management problem solving tools.

Keeton, Kathryn E.↗

Lessons Learned from Applying Design Thinking in a NASA Rapid Design Study in Aeronautics

In late 2015, NASA's Aeronautics Research Mission Directorate (ARMD) funded an experiment in rapid design and rapid teaming to explore new approaches to solving challenging design problems in aeronautics in an effort to cultivate and foster innovation. This report summarizes several lessons learned from the rapid design portion of the study. This effort entailed learning and applying design thinking, a human-centered design approach, to complete the conceptual design for an open-ended design challenge within six months. The design challenge focused on creating a capability to advance experimental testing of autonomous aeronautics systems, an area of great interest to NASA, the US government as a whole, and an entire ecosystem of users and developers around the globe. A team of nine civil servant researchers from three of NASA's aeronautics field centers with backgrounds in several disciplines was assembled and rapidly trained in design thinking under the guidance of the innovation and design firm IDEO. The design thinking process, while used extensively outside the aerospace industry, is less common and even counter to many practices within the aerospace industry. In this report, several contrasts between common aerospace research and development practices and design thinking are discussed, drawing upon the lessons learned from the NASA rapid design study. The lessons discussed included working towards a design solution without a set of detailed design requirements, which may not be practical or even feasible for management to ascertain for complex, challenging problems. This approach allowed for the possibility of redesigning the original problem statement to better meet the needs of the users. Another lesson learned was to approach problems holistically from the perspective of the needs of individuals that may be affected by advances in topic area instead of purely from a technological feasibility viewpoint. The interdisciplinary nature of the design team also provided valuable experience by allowing team members from different technological backgrounds to work side-by-side instead of dividing into smaller teams, as is frequently done in traditional multidisciplinary design. The team also learned how to work with qualitative data obtained primarily through the 70-plus interviews that were conducted over the course of this project, which was a sharp contrast to using quantitative data with regards to identifying, capturing, analyzing, storing, and recalling the data. When identifying potential interviewees who may have useful contributions to the design subject area, the team found great value in talking to non-traditional users and potential beneficiaries of autonomous aeronautics systems whose impact on the aeronautics autonomy ecosystem is growing swiftly. Finally, the team benefitted from using "sacrificial prototyping," which is a method of rapidly prototyping draft concepts and ideas with the intent of enabling potential users to provide significant feedback early in the design process. This contrasts the more common approach of using expensive prototypes that focus on demonstrating technical feasibility. The unique design approach and lessons learned by the team throughout this process culminated in a final design concept that was quite different than what the team originally assumed would be the design concept initially. A summary of the more usercentered final design concept is also provided.

McGowan, Anna-Maria↗

Deployable Greenhouse for Food Production

The X-HAB team in the CU Graduate Projects course was tasked with developing a Distributed Robotic Plant Production System (DRoPPS) that provided remote food production capability for long-duration space missions. The system consists of a Remotely Operated Gardening Robot (ROGR) and a Smart Pot (SPOT). SPOT was designed to grow a plant in a hydroponic system, while also providing multiple sensor data feedback to a remote user. ROGR was designed to give a remote user a method of moving SPOT and caring for the plant. A User Interface (UI) was created to provide a means by which a remote user could interact with the system. At the conclusion of the semester, ROGR was 95% complete, and only required minor mechanical fixes. SPOT was 85% complete, and required additional machining of mechanical parts. The UI was 75% complete, and required additional functionality and user testing. The project was not fully completed due to the scope of the project. Regardless, multiple team members have agreed to continue working on the project to finish by the June 1st presentation day at NASA.

Nikolaus Correll↗

Connecting People to Data: Enabling Data Connected Communities through Enhancements to the Geothermal Data Repository: Preprint

The Department of Energy's (DOE) Geothermal Data Repository (GDR) has implemented a series of new features designed to connect people to data. These features, which are based on feedback from the GDR user community and surveys of the greater geothermal research community, are designed to improve data quality and empower members of all communities to better engage with geothermal data resources by providing universal access to data and by improving the connections between data providers, subject matter experts, and the communities of people using GDR data. This paper will explore some of the recent enhancements made to the GDR to improve data discoverability, reduce submission time, and result in better quality data submissions. These improvements include the ability for users to save a list of their favorite datasets, search for insight into geothermal datasets or data availability, or sign up to receive notifications of future updates to specific datasets. These improvements aim to enhance the overall user experience of the GDR while further connecting communities to the data they need to inform decisions, advance geothermal research, and develop innovative solutions to local energy problems.

DOE↗

Connecting People to Data: Enabling Data Connected Communities through Enhancements to the Geothermal Data Repository

The Department of Energy's (DOE) Geothermal Data Repository (GDR) has implemented a series of new features designed to connect people to data. These features, which are based on feedback from the GDR user community and surveys of the greater geothermal research community, are designed to improve data quality and empower members of all communities to better engage with geothermal data resources by providing universal access to data and by improving the connections between data providers, subject matter experts, and the communities of people using GDR data. This paper will explore some of the recent enhancements made to the GDR to improve data discoverability, reduce submission time, and result in better quality data submissions. These improvements include the ability for users to save a list of their favorite datasets, search for insight into geothermal datasets or data availability, or sign up to receive notifications of future updates to specific datasets. These improvements aim to enhance the overall user experience of the GDR while further connecting communities to the data they need to inform decisions, advance geothermal research, and develop innovative solutions to local energy problems.

access↗

Summary of October 2023 ARM User Executive Committee Meeting

The User Executive Committee (UEC) provides objective, timely feedback to the leadership of the Atmospheric Radiation Measurement (ARM) user facility with respect to the user experience. The UEC held a hybrid meeting at the ARM Southern Great Plains Observatory in October 2023. Four goals were identified for this meeting: (1) to take an in-depth look at the ARM user facility, (2) to provide actionable items to ARM within the context of the UEC subgroups, (3) to develop new user engagement strategies, and (4) to see an ARM facility in operation, providing valuable context for future UEC discussions. The outcomes of the successful meeting are highlighted in this report. The UEC is grateful to ARM for facilitating this in-person meeting and to our gracious hosts at SGP.

54 ENVIRONMENTAL SCIENCES↗

Helmet-Mounted Display Technology for Eva Training in NASA's Neutral Buoyancy Lab

Currently, during extravehicular activity (EVA) on the International Space Station (ISS), astronauts are in constant communication with mission control; however, this paradigm will significantly change during future NASA exploration missions due to limited and time-delayed communications. As exploration missions will thereby require an increase in crew autonomy, it is hypothesized that heads-up display (HUD) technology can supplement communications with mission control. Before introducing novel display technology to EVA operations, it must first be demonstrated and evaluated in an EVA training environment. The UC Davis Center for Spaceflight Research, in collaboration with NASA Johnson Space Center’s Human Physiology, Performance, Protection, and Operations (H-3PO) Lab has developed a low-cost and rapid development helmet-mounted display (HMD) for EVA training at NASA’s Neutral Buoyancy Lab (NBL). The first two phases of HMD testing (Phase I and II) at the NBL focused on technology and capability development and demonstration. Crew member feedback was obtained that evaluated aspects of HMD including its user satisfaction, visibility, readability, and usefulness. Overall, feedback indicated HMD was readable, un-obtrusive, and the available display modes had potential to be useful and enhance EVA training. HMD display modes currently available include: real-time biofeedback (metabolic rate), phase elapsed time (PET), ability to set timers, task procedural aids (e.g. Pistol Grip Tool settings) and custom messages. The goal for Phase III, which is currently underway, is to evaluate the effects that access to bioinformatics through HMD has on astronaut training and performance at the NBL. For this phase of testing, crewmembers will be asked to perform a go/no-go task while wearing HMD throughout the NBL run to characterize crew member state of situational awareness with respect to HMD. This information could be used to inform how best to display relatively important or supplemental, but not critical, data in the future.

Heads up display↗

General purpose optimization software for engineering design

The author has developed several general purpose optimization programs over the past twenty years. The earlier programs were developed as research codes and served that purpose reasonably well. However, in taking the formal step from research to industrial application programs, several important lessons have been learned. Among these are the importance of clear documentation, immediate user support, and consistent maintenance. Most important has been the issue of providing software that gives a good, or at least acceptable, design at minimum computational cost. Here, the basic issues developing optimization software for industrial applications are outlined and issues of convergence rate, reliability, and relative minima are discussed. Considerable feedback has been received from users, and new software is being developed to respond to identified needs. The basic capabilities of this software are outlined. A major motivation for the development of commercial grade software is ease of use and flexibility, and these issues are discussed with reference to general multidisciplinary applications. It is concluded that design productivity can be significantly enhanced by the more widespread use of optimization as an everyday design tool.

Vanderplaats, G. N.↗

HPDF Data Catalog and Lakehouse Demo Heuristic Evaluation and Roadshow Feedback Reports

The December 2025 roadshow gathered rapid feedback from community members on the proof of concept AmSC/HPDF data lakehouse and catalog solution 1. This provided the opportunity to demonstrate our current state of progress and gather input on workflows and AI agents. We recognize that the proofs of concept interfaces (OpenMetadata and Goose) are not intended for our end users so we have captured feedback to keep in mind as additional technical and conceptual design work is undertaken.

97 MATHEMATICS AND COMPUTING↗

Analyzing Feedback Control Systems

Interactive controls analysis (INCA) program developed to provide user-friendly environment for design and analysis of linear control systems, primarily feedback control. Designed for use with both small- and large-order systems. Using interactive-graphics capability, INCA user quickly plots root locus, frequency response, or time response of either continuous-time system or sampled-data system. Configuration and parameters easily changed, allowing user to design compensation networks and perform sensitivity analyses in very convenient manner. Written in Pascal and FORTRAN.

Bauer, Frank H.↗

Multichannel haptic feedback unlocks prosthetic hand dexterity

Abstract Loss of tactile sensations is a major roadblock preventing upper limb-absent people from multitasking or using the full dexterity of their prosthetic hands. With current myoelectric prosthetic hands, limb-absent people can only control one grasp function at a time even though modern artificial hands are mechanically capable of individual control of all five digits. In this paper, we investigated whether people could precisely control the grip forces applied to two different objects grasped simultaneously with a dexterous artificial hand. Toward that end, we developed a novel multichannel wearable soft robotic armband to convey artificial sensations of touch to the robotic hand users. Multiple channels of haptic feedback enabled subjects to successfully grasp and transport two objects simultaneously with the dexterous artificial hand without breaking or dropping them, even when their vision of both objects was obstructed. Simultaneous transport of the objects provided a significant time savings to perform the deliveries in comparison to a one-at-a-time approach. This paper demonstrated that subjects were able to integrate multiple channels of haptic feedback into their motor control strategies to perform a complex simultaneous object grasp control task with an artificial limb, which could serve as a paradigm shift in the way prosthetic hands are operated.

60 APPLIED LIFE SCIENCES↗

Using CASE to Exploit Process Modeling in Technology Transfer

A successful business will be one that has processes in place to run that business. Creating processes, reengineering processes, and continually improving processes can be accomplished through extensive modeling. Casewise(R) Corporate Modeler(TM) CASE is a computer aided software engineering tool that will enable the Technology Transfer Department (TT) at NASA Marshall Space Flight Center (MSFC) to capture these abilities. After successful implementation of CASE, it could then go on to be applied in other departments at MSFC and other centers at NASA. The success of a business process is dependent upon the players working as a team and continuously improving the process. A good process fosters customer satisfaction as well as internal satisfaction in the organizational infrastructure. CASE provides a method for business process success through functions consisting of systems and processes business models; specialized diagrams; matrix management; simulation; report generation and publishing; and, linking, importing, and exporting documents and files. The software has an underlying repository or database to support these functions. The Casewise. manual informs us that dynamics modeling is a technique used in business design and analysis. Feedback is used as a tool for the end users and generates different ways of dealing with the process. Feedback on this project resulted from collection of issues through a systems analyst interface approach of interviews with process coordinators and Technical Points of Contact (TPOCs).

Renz-Olar, Cheryl↗

A modular GUI-based program for genetic algorithm-based feedback-assisted wavefront shaping

Abstract We have developed a modular graphical user interface (GUI)-based program for use in genetic algorithm-based feedback-assisted wavefront shaping. The program uses a class-based structure to separate out the universal modules (e.g. GUI, multithreading, optimization algorithms) and hardware-specific modules (e.g. code for different SLMs and cameras). This modular design makes the program easily adaptable to a wide range of lab equipment, while providing easy access to a GUI, multithreading, and three optimization algorithms (phase-stepping, simple genetic, and microgenetic).

97 MATHEMATICS AND COMPUTING↗

A teleoperation training simulator with visual and kinesthetic force virtual reality

A force-reflecting teleoperation training simulator with a high-fidelity real-time graphics display has been developed for operator training. A novel feature of this simulator is that it enables the operator to feel contact forces and torques through a force-reflecting controller during the execution of the simulated peg-in-hole task, providing the operator with the feel of visual and kinesthetic force virtual reality. A peg-in-hole task is used in our simulated teleoperation trainer as a generic teleoperation task. A quasi-static analysis of a two-dimensional peg-in-hole task model has been extended to a three-dimensional model analysis to compute contact forces and torques for a virtual realization of kinesthetic force feedback. The simulator allows the user to specify force reflection gains and stiffness (compliance) values of the manipulator hand for both the three translational and the three rotational axes in Cartesian space. Three viewing modes are provided for graphics display: single view, two split views, and stereoscopic view.

Kim, Won S.↗