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At least 199 records · Page 11

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Computations of Combustion-Powered Actuation for Dynamic Stall Suppression

A computational framework for the simulation of dynamic stall suppression with combustion-powered actuation (COMPACT) is validated against wind tunnel experimental results on a VR-12 airfoil. COMPACT slots are located at 10% chord from the leading edge of the airfoil and directed tangentially along the suction-side surface. Helicopter rotor-relevant flow conditions are used in the study. A computationally efficient two-dimensional approach, based on unsteady Reynolds-averaged Navier-Stokes (RANS), is compared in detail against the baseline and the modified airfoil with COMPACT, using aerodynamic forces, pressure profiles, and flow-field data. The two-dimensional RANS approach predicts baseline static and dynamic stall very well. Most of the differences between the computational and experimental results are within two standard deviations of the experimental data. The current framework demonstrates an ability to predict COMPACT efficacy across the experimental dataset. Enhanced aerodynamic lift on the downstroke of the pitching cycle due to COMPACT is well predicted, and the cycleaveraged lift enhancement computed is within 3% of the test data. Differences with experimental data are discussed with a focus on three-dimensional features not included in the simulations and the limited computational model for COMPACT.

Jee, Solkeun↗

Holodeck Testbed Project

The main objective of the Holodeck Testbed is to create a cost effective, realistic, and highly immersive environment that can be used to train astronauts, carry out engineering analysis, develop procedures, and support various operations tasks. Currently, the Holodeck testbed allows to step into a simulated ISS (International Space Station) and interact with objects; as well as, perform Extra Vehicular Activities (EVA) on the surface of the Moon or Mars. The Holodeck Testbed is using the products being developed in the Hybrid Reality Lab (HRL). The HRL is combining technologies related to merging physical models with photo-realistic visuals to create a realistic and highly immersive environment. The lab also investigates technologies and concepts that are needed to allow it to be integrated with other testbeds; such as, the gravity offload capability provided by the Active Response Gravity Offload System (ARGOS). My main two duties were to develop and animate models for use in the HRL environments and work on a new way to interface with computers using Brain Computer Interface (BCI) technology. On my first task, I was able to create precise computer virtual tool models (accurate down to the thousandths or hundredths of an inch). To make these tools even more realistic, I produced animations for these tools so they would have the same mechanical features as the tools in real life. The computer models were also used to create 3D printed replicas that will be outfitted with tracking sensors. The sensor will allow the 3D printed models to align precisely with the computer models in the physical world and provide people with haptic/tactile feedback while wearing a VR (Virtual Reality) headset and interacting with the tools. Getting close to the end of my internship the lab bought a professional grade 3D Scanner. With this, I was able to replicate more intricate tools at a much more time-effective rate. The second task was to investigate the use of BCI to control objects inside the hybrid reality ISS environment. This task looked at using an Electroencephalogram (EEG) headset to collect brain state data that could be mapped to commands that a computer could execute. On this Task, I had a setback with the hardware, which stopped working and was returned to the vendor for repair. However, I was still able to collect some data, was able to process it, and started to create correlation algorithms between the electrical patterns in the brain and the commands we wanted the computer to carry out. I also carried out a test to investigate the comfort of the headset if it is worn for a long time. The knowledge gained will benefit me in my future career. I learned how to use various modeling and programming tools that included Blender, Maya, Substance Painter, Artec Studio, Github, and Unreal Engine 4. I learned how to use a professional grade 3D scanner and 3D printer. On the BCI Project I learned about data mining and how to create correlation algorithms. I also supported various demos including a live demo of the hybrid reality lab capabilities at ComicPalooza. This internship has given me a good look into engineering at NASA. I developed a more thorough understanding of engineering and my overall confidence has grown. I have also realized that any problem can be fixed, if you try hard enough, and as an engineer it is your job to not only fix problems but to embrace coming up with solutions to those problems.

Arias, Adriel↗

Next Generation Flight Displays Using HTML5

The Human Integrated Vehicles and Environments (HIVE) lab at Johnson Space Center (JSC) is focused on bringing together inter-disciplinary talent to design and integrate innovative human interface technologies for next generation manned spacecraft. As part of this objective, my summer internship project centered on an ongoing investigation in to building flight displays using the HTML5 standard. Specifically, the goals of my project were to build and demo "flight-like" crew and wearable displays as well as create a webserver for live systems being developed by the Advanced Exploration Systems (AES) program. In parallel to my project, a LabVIEW application, called a display server, was created by the HIVE that uses an XTCE (XML (Extensible Markup Language) Telemetry and Command Exchange) parser and CCSDS (Consultative Committee for Space Data System) space packet decoder to translate telemetry items sent by the CFS (Core Flight Software) over User Datagram Protocol (UDP). It was the webserver's job to receive these UDP messages and send them to the displays. To accomplish this functionality, I utilized Node.js and the accompanying Express framework. On the display side, I was responsible for creating the power system (AMPS) displays. I did this by using HTML5, CSS and JavaScript to create web pages that could update and change dynamically based on the data they received from the webserver. At this point, I have not started on the commanding, being able to send back to the CFS, portion of the displays but hope to have this functionality working by the completion of my internship. I also created a way to test the webserver's functionality without the display server by making a JavaScript application that read in a comma-separate values (CSV) file and converted it to XML which was then sent over UDP. One of the major requirements of my project was to build everything using as little preexisting code as possible, which I accomplished by only using a handful of JavaScript libraries. As a side project, I created a model of the HIVE lab and Building 29 using SketchUp. I obtained the floorplans of the building from the JSC Geographic Information Systems (GIS), which were computer-aided design (CAD) files, and imported them into SketchUp. I then took those floorplans and created a 3D model of the building from them. Working in conjunction with the Hybrid Reality lab in Building 32, the SketchUp model was imported into Unreal Engine for use with the HTC Vive. Using the Vive, I was able to interact with the model I created in virtual reality (VR). The purpose of this side project was to be able to visualize potential lab layouts and mockup designs as they are in development in order to finalize design decisions. Pending approval, the model that I created will be used in the Build-As-You-Test: Can Hybrid Reality Improve the SE/HSI Design Process project in the fall. Getting the opportunity to work at NASA has been one of the most memorable experiences of my life. Over the course of my internship, I improved my programming and web development abilities substantially. I will take all the skills and experiences I have had while at NASA back to school with me in the fall and hope to pursue a career in the aerospace industry after graduating in the spring.

Greenwood, Brian↗

Dynamic Stall Suppression Using Combustion-Powered Actuation (COMPACT)

Retreating blade stall is a well-known phenomenon that limits rotorcraft speed, maneuverability, and efficiency. Airfoil dynamic stall is a simpler problem, which demonstrates many of the same flow phenomena. Combustion Powered Actuation (COMPACT) is an active flow control technology, which at the outset of this work, had been shown to mitigate static and dynamic stall at low Mach numbers. The attributes of this technology suggested strong potential for success at higher Mach numbers, but such experiments had never been conducted. The work detailed in this report documents a 3-year effort focused on assessing the effectiveness of COMPACT for dynamic stall suppression at freestream conditions up to Mach 0.5. The work done has focused on implementing COMPACT on a high-lift rotorcraft airfoil: the VR-12. This selection was made in order to ensure that any measured benefits are over and above the capabilities of state-of-the-art high-lift rotorcraft airfoils. The detailed Computational Fluid Dynamics (CFD) simulations, wind-tunnel experiments, and system-level modeling conducted have shown the following: (1) COMPACT, in its current state of development, is capable of reducing the adverse effects of deep dynamic stall at Mach numbers up to 0.4; (2) The two-dimensional (2D) CFD results trend well compared to the experiments; and (3) Implementation of the CFD results into a system-level model suggest that significant rotor-level benefits are possible.

Matalanis, Claude G.↗

Geochronology as a Framework for Planetary History through 2050

Invest this decade in in situ instruments(including sample selection and handling can we choose using VR?) to TRL 6; put them on flight missions in the 2020s and 2030s to relevant destinations where in situ precision can provide meaningful constraints on geologic history.

Cohen, Barbara↗

Object and Facial Recognition in Augmented and Virtual Reality: Investigation into Software, Hardware and Potential Uses

As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.

object recognition↗

NASA Marshall Space Flight Center Tools for Human Factors Engineering Assessments for Safe Sls Worksites

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing mockup fabrication, virtual reality (VR) and motion capture (MoCap) into HFE analyses of SLS worksites through its Virtual Environments Lab (VEL). MSFC HFE Team is responsible for the Space Launch System (SLS) worksite analyses of the integration activities performed at the Kennedy Space Center (KSC). With a wide variety of tasks, it is important to verify that SLS can be safely integrated at KSC early in the design process. If the ground support crew cannot safely complete the tasks, redesign efforts must be implemented. MSFC HFE is responsible for verification through methods such as drawing inspection, observation of tasks performed, and building physical mockups. There is a need, however, for a faster analysis early in the process that can impact design safety before drawings are finalized. This need is addressed through MSFC’s VEL.

Andrews, Tanya↗

Visualization and Analysis of Solar System Small Bodies with NASA's Solar System Treks Project

In its investigations of Vesta and Ceres, NASA’s Dawn mission has returned spectacular data detailing the surfaces of these two prominent small bodies in our Solar System’s asteroid belt. In order to greatly facilitate dissemination, visualization, and analysis of this data, and public understanding of the mission, the Dawn mission has partnered with NASA’s Solar System Treks Project (SSTP). SSTP has recently released an update to the Vesta Trek online portal (https://trek.nasa.gov/vesta/) and has released a new Ceres Trek portal (https://trek.nasa.gov/ceres/). This presentation will showcase the use of the Ceres Trek and Vesta Trek portals and demonstrate how they can be used to visualize and analyze particularly interesting landforms such as the pitted terrain on Vesta and relic cryovolcanoes on Ceres. We will also demonstrate the new VR capability that has been added to the portals, allowing users to generate their own virtual reality flyovers for any user-defined paths along the bodies’ surfaces. In addition to highlighting the portals for Ceres and Vesta, the presentation will preview additional portals being planned/developed for other small bodies. NASA and JAXA have requested the development of a portal for the asteroid Ryugu to facilitate dissemination, visualization, and analysis of data from Japan’s Hayabusa2 mission, and a portal for Mars’ moon Phobos in support of mission planning for Japan’s MMX mission. We are also planning a portal for the asteroid Bennu with data from the OSIRIS-Rex mission. All of these products are efforts in the NASA Solar System Treks Project (SSTP), available at https://trek.nasa.gov. NASA's Solar System Trek online portals provide web-based suites of interactive data visualization and analysis tools to enable mission planners, planetary scientists, students, and the general public to access mapped data products from past and current missions for a growing number of planetary bodies including the Moon, Mars, Vesta, etc. These portals are being used for site selection and analysis by NASA and a number of its international partners, supporting upcoming missions. In addition to demonstrating the capabilities of selected portals in this presentation, we will solicit input from the community for ideas for future enhancements to the portals.

Day, Brian↗

Common Habitat for Long Duration Transit and Surface Operations

This concept is based on the Skylab II concept, which proposes using a SLS propellant tank as the primary structure of a habitat. Common Habitat takes this a step further, proposing an interior architecture that is equally viable as a lunar surface hab, transit hab, and Mars surface hab, thus enabling a single development to support all three long duration habitat roles. Common Habitat has been pursued by the PI and co-investigators at MSFC and other centers in a spare time / funding available basis, often with heavy student intern support. Student resources have developed preliminary concepts, but these models must be refined to reflect accurate vehicle subsystems, utilities, stowage, workstations, and other crew systems. This investigation applies NASA civil servant and contractor expertise to correct errors in the most recent student concepts in order to prepare them for future human-in-the-loop evaluations to determine the most viable configuration for a Common Habitat. In prior studies there was never an opportunity to trade both crew size and internal orientation. Prior work has been a series of point designs with inconsistent design constraints, making apples to apples comparisons impossible. The most recent student work produced CAD models of four habitat variants for future use in a trade study, but the student products contain model construction and geometry errors, inaccurate subsystems design and placement, and unrealistic structural elements and outfitting. These must be corrected before the models can be moved into a VR environment for humanin- the-loop testing. Through consultation with SMEs throughout the Agency, the fidelity of these designs will be upgraded to a level of quality sufficient to make a comparative analysis of crew size sensitivity and internal orientation. The product of this activity is four upgraded CAD models, each reflecting a different configuration of the Common Habitat. One is a horizontal configuration using the full length of the SLS LOX tank. One is a vertical configuration using the same tank dimensions. The third is a horizontal configuration using a truncated SLS LOX tank (half the barrel length). The fourth is a vertical configuration of the half-length SLS LOX tank.

Howard, Robert L.↗

Test Bed for Human Performance in Mockup Suit

Crewmembers' ability to adjust to changes in gravity and sensorimotor function is essential for successful suited mobility in lunar and planetary missions. Setups for current pressurized spacesuit testing require suit technicians, specialized medical clearances, and test support personnel along with increased risk to the subject. Furthermore, suited setups constrain the types of additional hardware that can be used. A test bed was developed with the goal to evaluate human suited performance using an unpressurized Mark III mockup suit and virtual reality (VR) system.

Beltran, Eduardo↗

Comparing Virtual Reality to Conventional Simulator Visuals: Effects of Peripheral Visual Cues in Roll-Axis Tracking Tasks

This paper compares the effects of peripheral visual cues on manual control between a conventional fixed-base simulator and virtual reality. The results were also compared with those from a previous experiment conducted in a motion-base simulator. Fifteen participants controlled a system with second-order dynamics in a disturbance-rejection task. Tracking performance, control activity, simulator sickness questionnaire answers, and biometrics were collected. Manual control behavior was modeled for the first time in a virtual reality environment. Virtual reality did not degrade participants’ manual control performance or alter their control behavior. However, peripheral cues were significantly more effective in virtual reality. Control activity decreased for all conditions with peripheral cues. The trends introduced by the peripheral visual cues from the previous experiment were replicated. Finally, VR was not more nauseogenic than the conventional simulator. These results suggest that virtual reality might be a good alternative to conventional fixed-base simulators for training manual control skills.

Terenzi, Lorenzo↗

Developing Extended Reality Projects in Support of Design, Fabrication and Procedure

The goal of this internship was to improve and create virtual reality simulations and visualizations for use in parallel with the design, fabrication, and analysis of flight ready hardware for areas like the Environmental Control and Life Support Systems (ECLSS) and also Space Systems. Specifically, my work was done in the XRSpace lab at Marshall Space Flight Center (MSFC) with assistance directly and indirectly from workers at KSC, JSC and LaRC. Led by David Reynolds, the XRSpace lab develops products for various entities at NASA. The work done in the XRSpace lab focuses on Extended Reality (XR) solutions for both simulations and visualization capabilities. The goal of the lab is to support the larger systems of NASA and to help find ways that XR technologies can streamline and optimize the design process. Extended Reality is an umbrella term that encompasses Mixed Reality, Augmented Reality, and Virtual Reality. In this capacity, I was able to complete several elements in the design, building, testing, and deployment for a variety of immersive experiences, including a VR procedure simulation, visualization aids, and a 360-image capture tool.

Joseph Chambers↗

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↗

Switchback Boundary Dissipation and Relative Age

We examine Parker Solar Probe (PSP) magnetic field and plasma observations during its first encounter with the Sun in early 2018 November. During this perihelion time, impulsive reversals in the magnetic field, called "switchbacks," were found in the data set characterized by a quick rotation in B along with a simultaneous increase in solar wind flow. In this work, we examine the structure and morphology of 920 switchback boundaries as PSP enters and exits the structures, specifically looking for evidence of boundary degradation, dissipation, and associated ultralow frequency (ULF) magnetic wave activity. We find that boundaries with the most abrupt, step-function-like change in Br and Vr also show little evidence of dissipation and ULF wave activity. In contrast, there is a set of boundaries that appears highly degraded with ULF magnetic activity in the vicinity of the boundary. We thus infer that the steep, step-like boundaries with little ULF activity are relatively young in comparison to the degraded boundaries. The distribution in relative ages suggests that the switchback boundary formation process is dynamic and evolving, even occurring near the PSP observation point inside of 40 Rs.

W. M. Farrell↗

The Gandalf Staff: A Mobile Tool for Lunar Exploration (2nd year of development)

The Gandalf Staff is a mobile tool designed to be a flexible device supporting crewed and uncrewed operations on the lunar surface. The core of the device is a 24v battery with communications and data storage systems. Initial optional components supporting crewed Extra-Vehicular Activity (EVA) include a LiDAR and 360˚ camera. These provide 3D mapping of the traverse for documentation, and to aid future planning. The mapping also creates outreach opportunities for the public to “stand beside” the astronaut in Virtual Reality (VR). The staff provides external lighting for field site illumination in the south polar region low sun angle environment. Navigation instruments for crew position determination with Lunar Search and Rescue (LunaSAR) are also included. The staff itself can be used as a walking aid or as a splint for Incapacitated Crew Rescue (ICR). As a stand-alone device, the staff operates as a long duration untended science platform collecting environmental data and sending it to a lunar base station. The stand-alone mode requires connection to an auxiliary power source (e.g. solar array) and energy storage system (e.g. battery), so it could become an electrical recharging station. To make rapid progress in the 1st year, and also to demonstrate innovative project management techniques, NASA guided a private industry partner, T STAR, in leading Capstone Engineering student teams at Texas A&M University (TAMU) for proof-of-concept development and testing. These teams developed the power system and demonstrated successful integration of LiDAR, WiFi communications, and external lighting subsystems. Another industry team at Jacobs Technology prototyped a tripod to hold the staff upright. For the 2nd year (FY’22), NASA will again collaborate with partners to prototype enhanced power and lighting concepts. Year 2 will also add new capability for LunaSAR and geophysical science instrumentation using a heat probe. The heat probe is based upon Apollo heritage but modified to measure subsurface volatile ice regimes at the Artemis landing site. Components of the Gandalf Staff can be developed, tested, and deployed independently, or on the integrated staff, rovers, or utility trailers. The project supports crew safety, lunar sample curation, mission science, and public outreach goals of NASA. PLAIN TEST SUMMARY: Gandalf Staff is a 24v battery powered mobile tool for the lunar surface supporting crewed geologic field site exploration, or as a stand-alone science platform. As a tool assisting astronauts conducting field geology, the Gandalf Staff provides external lighting to illuminate shadowed regions on the surface. It also documents the process of collecting rocks and dust samples using a LiDAR (laser range instrument) and cameras. The staff provides a beacon for emergency location of astronauts and augments communications when the astronauts are blocked by large boulders. As a standalone science platform, the Gandalf Staff provides a power system for instruments and sensors to measure the lunar environment over long periods of time. The staff gathers data and sends the results to a lunar base station for analysis.

External Lighting↗

Lunar Surface VR/ARGOS Trainer

This proposal aims to provide insight by identifying potential risks and unknowns of lander egress and surface operations through a Mixed Reality (MR) planning, training, and analysis capability that integrates Virtual Reality (VR) simulations and the Active Response Gravity Offload System (ARGOS).

Lee K Bingham↗