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At least 199 records · Page 11

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop testing plays a crucial role in NASA's mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts' situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA's testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop testing for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive training experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

Simulation Modeling Virtual Reality Immersive Tech↗

Virtual environment application with partial gravity simulation

To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

Ray, David M.↗

A Virtual Mission Operations Center: Collaborative Environment

The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.

Medina, Barbara↗

Rapid Model Import Tool (RMIT) User Guide

The NASA Rapid Model Import Tool (RMIT) is designed to import 3D models built in commercially available Computer Aided Design (CAD) and Digital Content Creation (DCC) development software such as; Catia, Creo, 3DS Max, Maya, etc. Upon import, RMIT processes the models to reduce file size and exports the results in a format compatible with Augmented Reality (AR) and Virtual Reality (VR) development software applications. RMIT intends to make CAD models directly accessible to engineers from local AR/VR compatible laptops and desktops.

Joseluis Chavez↗

Using Virtual Simulations in the Design of 21st Century Space Science Environments

Space Technology has been rapidly increasing in the past decade. This can be attributed to the future construction of the International Space Station (ISS). New innovations must constantly be engineered to make ISS the safest, quality, research facility in space. Since space science must often be gathered by crew members, more attention must be geared to the human's safety and comfort. Virtual simulations are now being used to design environments that crew members can live in for long periods of time without harmful effects to their bodies. This paper gives a few examples of the ergonomic design problems that arise on manned space flights, and design solutions that follow NASA's strategic commitment to customer satisfaction. The conclusions show that virtual simulations are a great asset to 21st century design.

Hutchinson, Sonya L.↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Expanding Impact with the James Webb Space Telescope: Combining Art, Science, and Technology for Public Outreach

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for immersing users in realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop simulations play a crucial role in NASA’s mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments, data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures, and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts’ situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA’s testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop simulations for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive simulation experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

HITL↗

Cognitive Bias in the Verification and Validation of Space Flight Systems

Cognitive bias is generally recognized as playing a significant role in virtually all domains of human decision making. Insight into this role is informally built into many of the system engineering practices employed in the aerospace industry. The review process, for example, typically has features that help to counteract the effect of bias. This paper presents a discussion of how commonly recognized biases may affect the verification and validation process. Verifying and validating a system is arguably more challenging than development, both technically and cognitively. Whereas there may be a relatively limited number of options available for the design of a particular aspect of a system, there is a virtually unlimited number of potential verification scenarios that may be explored. The probability of any particular scenario occurring in operations is typically very difficult to estimate, which increases reliance on judgment that may be affected by bias. Implementing a verification activity often presents technical challenges that, if they can be overcome at all, often result in a departure from actual flight conditions (e.g., 1-g testing, simulation, time compression, artificial fault injection) that may raise additional questions about the meaningfulness of the results, and create opportunities for the introduction of additional biases. In addition to mitigating the biases it can introduce directly, the verification and validation process must also overcome the cumulative effect of biases introduced during all previous stages of development. A variety of cognitive biases will be described, with research results for illustration. A handful of case studies will be presented that show how cognitive bias may have affected the verification and validation process on recent JPL flight projects, identify areas of strength and weakness, and identify potential changes or additions to commonly used techniques that could provide a more robust verification and validation of future systems.

Larson, Steve↗

Application of PoF Based Virtual Qualification Methods for Reliability Assessment of Mission Critical PCBs

Reliability is the ability of a product to perform the function for which it was intended for a specified period of time (or cycles) for a given set of life cycle conditions. In today's compressed mission development cycles where designing, building and testing the physical models has to occur in a matter of months not years, Projects don't have the luxury of iteratively building and testing those models. Physics of failure (PoF) is an engineering-based approach to reliability that begins with an understanding of materials, processes, physical interactions, degradation and failure mechanisms, as well as identifying failure models. The PoF approach uses modeling and simulation to qualify a design and manufacturing process, with the ultimate intent of eliminating failures early in the design process by addressing the root cause. The physics-of-failure analysis proactively incorporates reliability into the design process by establishing a scientific basis for evaluating new materials, structures and technologies. Virtual physics-of-failure modeling allows engineers to determine if new technological node can be added to an existing system. This presentation will illustrate an application of a PoF based tool during the initial phases of a printed circuit board assembly development and how the NASA GSFC team was able to dynamically study the effects of electronics parts and printed circuit board material configuration changes under simulated thermal and vibrational stresses

Electronics packaging↗

Application of PoF Based Virtual Qualification Methods for Reliability Assessment of Mission Critical PCBs

Reliability is the ability of a product to perform the function for which it was intended for a specified period of time (or cycles) for a given set of life cycle conditions. In today's compressed mission development cycles where designing, building and testing the physical models has to occur in a matter of months not years, Projects don't have the luxury of iteratively building and testing those models. Physics of failure (PoF) is an engineering-based approach to reliability that begins with an understanding of materials, processes, physical interactions, degradation and failure mechanisms, as well as identifying failure models. The PoF approach uses modeling and simulation to qualify a design and manufacturing process, with the ultimate intent of eliminating failures early in the design process by addressing the root cause. The physics-of-failure analysis proactively incorporates reliability into the design process by establishing a scientific basis for evaluating new materials, structures and technologies. Virtual physics-of-failure modeling allows engineers to determine if new technological node can be added to an existing system. This presentation will illustrate an application of a PoF based tool during the initial phases of a printed circuit board assembly development and how the NASA GSFC team was able to dynamically study the effects of electronics parts and printed circuit board material configuration changes under simulated thermal and vibrational stresses.

Physics of Failure↗

Parallelizing OVERFLOW: Experiences, Lessons, Results

The computer code OVERFLOW is widely used in the aerodynamic community for the numerical solution of the Navier-Stokes equations. Current trends in computer systems and architectures are toward multiple processors and parallelism, including distributed memory. This report describes work that has been carried out by the author and others at Ames Research Center with the goal of parallelizing OVERFLOW using a variety of parallel architectures and parallelization strategies. This paper begins with a brief description of the OVERFLOW code. This description includes the basic numerical algorithm and some software engineering considerations. Next comes a description of a parallel version of OVERFLOW, OVERFLOW/PVM, using PVM (Parallel Virtual Machine). This parallel version of OVERFLOW uses the manager/worker style and is part of the standard OVERFLOW distribution. Then comes a description of a parallel version of OVERFLOW, OVERFLOW/MPI, using MPI (Message Passing Interface). This parallel version of OVERFLOW uses the SPMD (Single Program Multiple Data) style. Finally comes a discussion of alternatives to explicit message-passing in the context of parallelizing OVERFLOW.

Jespersen, Dennis C.↗

Review of NASA's Exploration Technology Development Program: An Interim Report

NASA requested that a committee under the auspices of the National Research Council's Aeronautics and Space Engineering Board carry out an assessment of NASA's Exploration Technology Development Program (ETDP). Organizationally, this program functions under the direction of NASA's Exploration Systems Mission Directorate and is charged with developing new technologies that will enable NASA to conduct future human and robotic exploration missions, while reducing mission risk and cost. The Committee to Review NASA's Exploration Technology Development Program has been tasked to examine how well the program is aligned with the stated objectives of the President's Vision for Space Exploration (VSE), to identify gaps in the program, and to assess the quality of the research. The full statement of task is given in Appendix A. The committee consists of 25 members and includes a cross section of senior executives, engineers, researchers, and other aerospace professionals drawn from industry, universities, and government agencies with expertise in virtually all the technical fields represented within the program.

Source record↗

Simulating Avionics Upgrades to the Space Shuttles

Cockpit Avionics Prototyping Environment (CAPE) is a computer program that simulates the functions of proposed upgraded avionics for a space shuttle. In CAPE, pre-existing space-shuttle-simulation programs are merged with a commercial-off-the-shelf (COTS) display-development program, yielding a package of software that enables high-fi46 NASA Tech Briefs, September 2008 delity simulation while making it possible to rapidly change avionic displays and the underlying model algorithms. The pre-existing simulation programs are Shuttle Engineering Simulation, Shuttle Engineering Simulation II, Interactive Control and Docking Simulation, and Shuttle Mission Simulator playback. The COTS program Virtual Application Prototyping System (VAPS) not only enables the development of displays but also makes it possible to move data about, capture and process events, and connect to a simulation. VAPS also enables the user to write code in the C or C++ programming language and compile that code into the end-product simulation software. As many as ten different avionic-upgrade ideas can be incorporated in a single compilation and, thus, tested in a single simulation run. CAPE can be run in conjunction with any or all of four simulations, each representing a different phase of a space-shuttle flight.

Deger, Daniel↗

SHINE Virtual Machine Model for In-flight Updates of Critical Mission Software

This software is a new target for the Spacecraft Health Inference Engine (SHINE) knowledge base that compiles a knowledge base to a language called Tiny C - an interpreted version of C that can be embedded on flight processors. This new target allows portions of a running SHINE knowledge base to be updated on a "live" system without needing to halt and restart the containing SHINE application. This enhancement will directly provide this capability without the risk of software validation problems and can also enable complete integration of BEAM and SHINE into a single application. This innovation enables SHINE deployment in domains where autonomy is used during flight-critical applications that require updates. This capability eliminates the need for halting the application and performing potentially serious total system uploads before resuming the application with the loss of system integrity. This software enables additional applications at JPL (microsensors, embedded mission hardware) and increases the marketability of these applications outside of JPL.

Plesea, Lucian↗

Mobile Applications and Multi-User Virtual Reality Simulations

This is my third internship with NASA and my second one at the Johnson Space Center. I work within the engineering directorate in ER7 (Software Robotics and Simulations Division) at a graphics lab called IGOAL. We are a very well-rounded lab because we have dedicated software developers and dedicated 3D artist, and when you combine the two, what you get is the ability to create many different things such as interactive simulations, 3D models, animations, and mobile applications.

Gordillo, Orlando Enrique↗

Product Lifecycle Management and the Quest for Sustainable Space Exploration Solutions

Product Lifecycle Management (PLM) is an outcome of lean thinking to eliminate waste and increase productivity. PLM is inextricably tied to the systems engineering business philosophy, coupled with a methodology by which personnel, processes and practices, and information technology combine to form an architecture platform for product design, development, manufacturing, operations, and decommissioning. In this model, which is being implemented by the Engineering Directorate at the National Aeronautics and Space Administration's (NASA's) Marshall Space Flight Center, total lifecycle costs are important variables for critical decisionmaking. With the ultimate goal to deliver quality products that meet or exceed requirements on time and within budget, PLM is a powerful tool to shape everything from engineering trade studies and testing goals, to integrated vehicle operations and retirement scenarios. This paper will demonstrate how the Engineering Directorate is implementing PLM as part of an overall strategy to deliver safe, reliable, and affordable space exploration solutions. It has been 30 years since the United States fielded the Space Shuttle. The next generation space transportation system requires a paradigm shift such that digital tools and knowledge management, which are central elements of PLM, are used consistently to maximum effect. The outcome is a better use of scarce resources, along with more focus on stakeholder and customer requirements, as a new portfolio of enabling tools becomes second nature to the workforce. This paper will use the design and manufacturing processes, which have transitioned to digital-based activities, to show how PLM supports the comprehensive systems engineering and integration function. It also will go through a launch countdown scenario where an anomaly is detected to show how the virtual vehicle created from paperless processes will help solve technical challenges and improve the likelihood of launching on schedule, with less hands-on labor needed for processing and troubleshooting. Sustainable space exploration solutions demand that all lifecycle phases be optimized. Adopting PLM, which has been used by the automotive industry for many years, for aerospace applications provides a foundation for strong, disciplined systems engineering and accountable return on investment by making lifecycle considerations variables in an iterative decision-making process. This paper combines the perspectives of the founding father of PLM, along with the experience of Engineering leaders who are implementing these processes and practices real-time. As the nation moves from an industrial-based society to one where information is a valued commodity, future NASA programs and projects will benefit from the experience being gained today for the exploration missions of tomorrow.

Caruso, Pamela W.↗