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At least 199 records · Page 11

Discovering Digital Engineering Needs Through Human-Centered Approaches

Digital engineering has the power to transform organizations in profound ways, but digitizing legacy workflows and infusing new technologies into existing practices may not yield the intended results or address the underlying problems or bottlenecks. This paper describes the human-centered approaches used to understand stakeholder challenges and identify digital engineering needs during the design-build-test portion of the systems development lifecycle. Through a series of interactive stakeholder workshops and need-finding activities, key stakeholder needs were identified to help guide the integration of digital engineering technologies. The overarching need was for downstream system development steps to be considered further upstream in the project lifecycle in a manner that allows for proactive and interactive co-constructive idea exploration, problem resolution, and requirements considerations in a collective engagement with engineers and technicians from multiple disciplines to increase efficiency and reduce risks while offering opportunities to improve the final engineered system. Supporting this need was a wide-ranging desire from stakeholders for digital and non-digital support structures for efficient rapid iteration during system development. This work yielded several improvements for system development processes and for digital engineering infusion.

Design Science↗

Adoption of Biofuels for Marine Shipping

Biomass-derived fuels can undoubtedly play an essential role in a future of marine fuel that is more renewable and offers potential synergistic benefits when blended with petroleum fuels. Biomass-derived marine fuel would reduce sulfur content, as well as improve overall emission profiles and ultimately environmental sustainability (including decarbonization) for marine transport. For example, biofuel derived from biomass such as forest residues is expected to deliver possibly up to 90% of life cycle (or well-to-propeller) greenhouse gas reduction versus fossil equivalents, and virtually eliminate SOx emissions - potentially without any requirement for engine modifications. For the benefits of biofuels to be realized and to be impactful, a significant fraction of marine fossil fuel will need to be displaced with biofuel. The direct replacement of marine fossil fuel with a biofuel necessitates that the production volume of biofuel will be high enough to meet the demand. Furthermore, the potential of biofuel adoption also depends on the future biofuel price. Hence, the long-term price and availability of marine biofuel are two critical factors for establishing the feasibility of marine biofuel adoption for operating vessels. This study will shed light on the prospect of biofuel to be adopted for the maritime shipping sector.

air emissions↗

Object manipulation in immersive virtual environments: Hand Motion tracking technology and snap-to-fit function

There have been recent efforts to use virtual reality and manipulation to train construction workers and inspection. However, there is a lack of research efforts comparing and evaluating virtual manipulation hardware for construction tasks. Moreover, the current practice of virtual manipulation has limited functionality to guide users with the placement of objects in virtual environments. To address these issues, this paper presents 1) a detailed case study that compares three types of manipulation hardware (image-based, infrared-based, and magnetic-based) for construction applications and 2) a snap-to-fit method that improves the VM through solving limitations of the advanced virtual reality interaction metaphors. The latter enhances the placement process for manipulation by comparing two models (e.g., scan and BIM models) for proper placement in assembly scenarios. Finally, the case study results show that magnetic-based systems outperform others in construction scenarios. Lastly, the snap-to-fit function was validated in terms of accuracy and time performance.

42 ENGINEERING↗

A white paper: NASA virtual environment research, applications, and technology

Research support for Virtual Environment technology development has been a part of NASA's human factors research program since 1985. Under the auspices of the Office of Aeronautics and Space Technology (OAST), initial funding was provided to the Aerospace Human Factors Research Division, Ames Research Center, which resulted in the origination of this technology. Since 1985, other Centers have begun using and developing this technology. At each research and space flight center, NASA missions have been major drivers of the technology. This White Paper was the joint effort of all the Centers which have been involved in the development of technology and its applications to their unique missions. Appendix A is the list of those who have worked to prepare the document, directed by Dr. Cynthia H. Null, Ames Research Center, and Dr. James P. Jenkins, NASA Headquarters. This White Paper describes the technology and its applications in NASA Centers (Chapters 1, 2 and 3), the potential roles it can take in NASA (Chapters 4 and 5), and a roadmap of the next 5 years (FY 1994-1998). The audience for this White Paper consists of managers, engineers, scientists and the general public with an interest in Virtual Environment technology. Those who read the paper will determine whether this roadmap, or others, are to be followed.

Null, Cynthia H.↗

Hybrid Reality Lab Capabilities - Video 2

Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

Delgado, Francisco J.↗

Modeling and Simulation - Virtual

The purpose of this report is to describe the body of work I have produced as a NASA Office of Science Technology Engineering and Math (OSTEM) intern in the Fall 2020 semester. My mentor during this session was Antonio Pego and my main task was to research and develop solutions in augmented and virtual reality technologies for use in training simulations. A main focus of this project was the development of human models for use in the game engine, with the purpose of creating simulations that would help with realistic analysis of tasks that will be performed by personnel. A steep learning curve had to be tackled in order to learn and catch up with current MR technologies. Along the way I created documentation of the different techniques utilized to support future continuation of the project.

Peter Leroy Santana Rodriguez↗

Game Development for Engineering Education

Game Development (Process); Game Development Tools; Implementation Tools; Materials Education Game Environment; Virtual Cleanroom; E-learning as game-like environments + CLDT; +CPR Tool.

Morsi, Rasha↗

Program For Parallel Discrete-Event Simulation

User does not have to add any special logic to aid in synchronization. Time Warp Operating System (TWOS) computer program is special-purpose operating system designed to support parallel discrete-event simulation. Complete implementation of Time Warp mechanism. Supports only simulations and other computations designed for virtual time. Time Warp Simulator (TWSIM) subdirectory contains sequential simulation engine interface-compatible with TWOS. TWOS and TWSIM written in, and support simulations in, C programming language.

Beckman, Brian C.↗

Human Factors and Information Operation for a Nuclear Power Space Vehicle

This paper describes human-interactive systems needed for a crewed nuclear-enabled space mission. A synthesis of aircraft engine and nuclear power plant displays, biofeedback of sensory input, virtual control, brain mapping for control process and manipulation, and so forth are becoming viable solutions. These aspects must maintain the crew's situation awareness and performance, which entails a delicate function allocation between crew and automation.

Trujillo, Anna C.↗

In-Space Crew-Collaborative Task Scheduling

As humans venture farther from earth for longer durations, it will become essential for those on the journey to have significant control over the scheduling of their own activities as well as the activities of their companion systems and robots. However, there are many reasons why the crew will not do all the scheduling; timelines will be the result of collaboration with ground personnel. Emerging technologies such as in-space message buses, delay-tolerant networks, and in-space internet will be the carriers on which the collaboration rides. Advances in scheduling technology, in the areas of task modeling, scheduling engines, and user interfaces will allow the crew to become virtual scheduling experts. New concepts of operations for producing the timeline will allow the crew and the ground support to collaborate while providing safeguards to ensure that the mission will be effectively accomplished without endangering the systems or personnel.

Jaap, John↗

In-Space Crew-Collaborative Task Scheduling

As humans venture farther from Earth for longer durations, it will become essential for those on the journey to have significant control over the scheduling of their own activities as well as the activities of their companion systems and robots. However, the crew will not do all the scheduling; timelines will be the result of collaboration with ground personnel. Emerging technologies such as in-space message buses, delay-tolerant networks, and in-space internet will be the carriers on which the collaboration rides. Advances in scheduling technology, in the areas of task modeling, scheduling engines, and user interfaces will allow the crew to become virtual scheduling experts. New concepts of operations for producing the timeline will allow the crew and the ground support to collaborate while providing safeguards to ensure that the mission will be effectively accomplished without endangering the systems or personnel.

Jaap, John↗

Remote Collaboration on Task Scheduling for Humans at Mars

As humans venture farther from Earth for longer durations, it will become essential for those on the journey to have significant control over the scheduling of their own activities as well as the activities of their companion systems and robots. However, the crew will not do all the scheduling; timelines will be the result of collaboration with ground personnel. Emerging technologies such as in-space message buses, delay-tolerant networks, and in-space internet will be the carriers on which the collaboration rides. Advances in scheduling technology, in the areas of task modeling, scheduling engines, and user interfaces will allow the crew to become virtual scheduling experts. New concepts of operations for producing the timeline will allow the crew and the ground support to collaborate while providing safeguards to ensure that the mission will be effectively accomplished without endangering the systems or personnel.

Jaap, John↗

Exploration Habitat (X-Hab) 2013-2014 Academic Innovation Challenge

Outreach activities were coordinated with OSU’s NASA Education Office and focused around the Space Habitat Innovation Challenge. Two challenges were developed for this year: the Rapidly Prototyped Tool Challenge (RaPTC) and the Space Habitat Airlock Challenge (SHAC). RaPTC was open to eligible high school student teams while SHAC was open to eligible community college student teams. Teams involved 3-6 students from 12 states across the country and submitted videos or virtual presentations.1 Entries were judged by the OSU XHab students and were provided with feedback on feasibility and design. Three groups in each challenge were selected as finalists for a final virtual presentation and interview with students and professors in the engineering program at Oklahoma State University. Three groups total were selected to present their design to engineers and astronauts at a NASA JSC. Judges included astronauts Joe Acaba, Nicole Stott, and Dottie Metcalf-Lindenburger.

Jamey D Jacob↗

An Interdisciplinary Method for the Visualization of Novel High-Resolution Precision Photography and Micro-XCT Data Sets of NASA's Apollo Lunar Samples and Antarctic Meteorite Samples to Create Combined Research-Grade 3D Virtual Samples for the Benefit of Astromaterials Collections Conservation, Curation, Scientific Research and Education

New technologies make possible the advancement of documentation and visualization practices that can enhance conservation and curation protocols for NASA's Astromaterials Collections. With increasing demands for accessibility to updated comprehensive data, and with new sample return missions on the horizon, it is of primary importance to develop new standards for contemporary documentation and visualization methodologies. Our interdisciplinary team has expertise in the fields of heritage conservation practices, professional photography, photogrammetry, imaging science, application engineering, data curation, geoscience, and astromaterials curation. Our objective is to create virtual 3D reconstructions of Apollo Lunar and Antarctic Meteorite samples that are a fusion of two state-of-the-art data sets: the interior view of the sample by collecting Micro-XCT data and the exterior view of the sample by collecting high-resolution precision photography data. These new data provide researchers an information-rich visualization of both compositional and textural information prior to any physical sub-sampling. Since January 2013 we have developed a process that resulted in the successful creation of the first image-based 3D reconstruction of an Apollo Lunar Sample correlated to a 3D reconstruction of the same sample's Micro- XCT data, illustrating that this technique is both operationally possible and functionally beneficial. In May of 2016 we began a 3-year research period during which we aim to produce Virtual Astromaterials Samples for 60 high-priority Apollo Lunar and Antarctic Meteorite samples and serve them on NASA's Astromaterials Acquisition and Curation website. Our research demonstrates that research-grade Virtual Astromaterials Samples are beneficial in preserving for posterity a precise 3D reconstruction of the sample prior to sub-sampling, which greatly improves documentation practices, provides unique and novel visualization of the sample's interior and exterior features, offers scientists a preliminary research tool for targeted sub-sample requests, and additionally is a visually engaging interactive tool for bringing astromaterials science to the public.

Blumenfeld, E. H.↗

Model-Based Systems Engineering in Concurrent Engineering Centers

Concurrent Engineering Centers (CECs) are specialized facilities with a goal of generating and maturing engineering designs by enabling rapid design iterations. This is accomplished by co-locating a team of experts (either physically or virtually) in a room with a focused design goal and a limited timeline of a week or less. The systems engineer uses a model of the system to capture the relevant interfaces and manage the overall architecture. A single model that integrates other design information and modeling allows the entire team to visualize the concurrent activity and identify conflicts more efficiently, potentially resulting in a systems model that will continue to be used throughout the project lifecycle. Performing systems engineering using such a system model is the definition of model-based systems engineering (MBSE); therefore, CECs evolving their approach to incorporate advances in MBSE are more successful in reducing time and cost needed to meet study goals. This paper surveys space mission CECs that are in the middle of this evolution, and the authors share their experiences in order to promote discussion within the community.

systems engineering↗