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At least 199 records · Page 11

Virtual Reality Training: "Cybersickness" and Effects on Sensorimotor Functions

The overall goal of this study is to examine the extent to which exposure to virtual reality (VR) systems produces motion sickness and disrupts sensorimotor functions. Two of the major problems in using VRs are: 1) potential "cybersickness", a form of motion sickness, and 2) maladaptive sensorimotor coordination following virtual environment (VE) training. It is likely that users will eventually adapt to any unpleasant perceptual experiences in a virtual environment. However the most critical problem for training applications is that sensorimotor coordination strategies learned in the VE may not be similar to the responses required in the real environment. This study will evaluate and compare responses to the two types of VR delivery systems (head-mounted display [HMD] and a dome-projection system [DOME]), two exposure duration periods (30 minutes or 60 minutes), and repeated exposures (3 sessions). Specific responses that we will examine include cybersickness severity and symptom patterns, and several sensorimotor functions (eye-hea.d and eye-head-hand coordination, and postural equilibrium). To date, all hardware and software acquisition, development, integration and testing has been completed. A database has been developed and tested for the input, management and storage of all questionnaire data. All data analysis scripts have been developed and tested. Data was collected from 20 subjects in a pilot study that was conducted to determine the amount of training necessary to achieve a stable performance level. Seven subjects are currently enrolled in the study designed to examine the effects of exposure to VE systems on postural control. Data has been collected from two subjects, and it is expected that the results from ten subjects will be presented.

Harm, Deborah L.↗

Latency and User Performance in Virtual Environments and Augmented Reality

System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics, and human-computer interaction.

Ellis, Stephen R.↗

Planning Image-Based Measurements in Wind Tunnels by Virtual Imaging

Virtual imaging is routinely used at NASA Ames Research Center to plan the placement of cameras and light sources for image-based measurements in production wind tunnel tests. Virtual imaging allows users to quickly and comprehensively model a given test situation, well before the test occurs, in order to verify that all optical testing requirements will be met. It allows optimization of the placement of cameras and light sources and leads to faster set-up times, thereby decreasing tunnel occupancy costs. This paper describes how virtual imaging was used to plan optical measurements for three tests in production wind tunnels at NASA Ames.

Kushner, Laura Kathryn↗

Technophiles to Newbies: The Challenge of Supporting Distributed Teams to Maintain Engagement in Virtual Worlds

The purpose of this paper is to look for links in a virtual trainee's interest and self-efficacy in a simulated event as it relates to their previous self-reported technical skill level. Ultimately, the idea would be to provide the right amount of support at the right place at the right time to set the conditions for maximum transfer of the skill sets to the work place. An anecdotal recap of a recent experiment of a medium-scale training event produced in a virtual world will provide examples for discussion. In July 2010, a virtual training event was produced for the Air Force Research Lab's Games for Team Training (GaMeTT) at the Patriot Exercise at Volk Field in Wisconsin. There were 29 EMEDS participants who completed the simulated OCO event using the OLIVE gaming engine. Approximately 25 avatars were present at any given time; including role players, observers, coordinators and participants.

Griffith, Karen↗

Virtual Guidance Ultrasound: A Tool to Obtain Diagnostic Ultrasound for Remote Environments

Astronauts currently acquire ultrasound images on the International Space Station with the assistance of real-time remote guidance from an ultrasound expert in Mission Control. Remote guidance will not be feasible when significant communication delays exist during exploration missions beyond low-Earth orbit. For example, there may be as much as a 20- minute delay in communications between the Earth and Mars. Virtual-guidance, a pre-recorded audio-visual tutorial viewed in real-time, is a viable modality for minimally trained scanners to obtain diagnostically-adequate images of clinically relevant anatomical structures in an autonomous manner. METHODS: Inexperienced ultrasound operators were recruited to perform carotid artery (n = 10) and ophthalmic (n = 9) ultrasound examinations using virtual guidance as their only instructional tool. In the carotid group, each each untrained operator acquired two-dimensional, pulsed, and color Doppler of the carotid artery. In the ophthalmic group, operators acquired representative images of the anterior chamber of the eye, retina, optic nerve, and nerve sheath. Ultrasound image quality was evaluated by independent imaging experts. RESULTS: Eight of the 10 carotid studies were judged to be diagnostically adequate. With one exception the quality of all the ophthalmic images were adequate to excellent. CONCLUSION: Diagnostically-adequate carotid and ophthalmic ultrasound examinations can be obtained by untrained operators with instruction only from an audio/video tutorial viewed in real time while scanning. This form of quick-response-guidance, can be developed for other ultrasound examinations, represents an opportunity to acquire important medical and scientific information for NASA flight surgeons and researchers when trained medical personnel are not present. Further, virtual guidance will allow untrained personnel to autonomously obtain important medical information in remote locations on Earth where communication is difficult or absent.

Caine,Timothy L.↗

Sensing and Virtual Worlds - A Survey of Research Opportunities

Virtual Worlds (VWs) have been used effectively in live and constructive military training. An area that remains fertile ground for exploration and a new vision involves integrating various traditional and now non-traditional sensors into virtual worlds. In this paper, we will assert that the benefits of this integration are several. First, we maintain that virtual worlds offer improved sensor deployment planning through improved visualization and stimulation of the model, using geo-specific terrain and structure. Secondly, we assert that VWs enhance the mission rehearsal process, and that using a mix of live avatars, non-player characters, and live sensor feeds (e.g. real time meteorology) can help visualization of the area of operations. Finally, tactical operations are improved via better collaboration and integration of real world sensing capabilities, and in most situations, 30 VWs improve the state of the art over current "dots on a map" 20 geospatial visualization. However, several capability gaps preclude a fuller realization of this vision. In this paper, we identify many of these gaps and suggest research directions

Moore, Dana↗

An Onboard ISS Virtual Reality Trainer

Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT) provides an immersive 3D environment similar to the one experienced at the VRLab crew training facility at the NASA Johnson Space Center. VRT bridges the gap by allowing crew members to experience an interactive, 3D environment to reinforce skills already learned and to explore new work sites and repair procedures outside the Station.

Miralles, Evelyn↗

Virtual Deformation Control of the X-56A Model with Simulated Fiber Optic Sensors

A robust control law design methodology is presented to stabilize the X-56A model and command its wing shape. The X-56A was purposely designed to experience flutter modes in its flight envelope. The methodology introduces three phases: the controller design phase, the modal filter design phase, and the reference signal design phase. A mu-optimal controller is designed and made robust to speed and parameter variations. A conversion technique is presented for generating sensor strain modes from sensor deformation mode shapes. The sensor modes are utilized for modal filtering and simulating fiber optic sensors for feedback to the controller. To generate appropriate virtual deformation reference signals, rigid-body corrections are introduced to the deformation mode shapes. After successful completion of the phases, virtual deformation control is demonstrated. The wing is deformed and it is shown that angle-ofattack changes occur which could potentially be used to an advantage. The X-56A program must demonstrate active flutter suppression. It is shown that the virtual deformation controller can achieve active flutter suppression on the X-56A simulation model.

Suh, Peter M.↗

Virtual Deformation Control of the X-56A Model with Simulated Fiber Optic Sensors

A robust control law design methodology is presented to stabilize the X-56A model and command its wing shape. The X-56A was purposely designed to experience flutter modes in its flight envelope. The methodology introduces three phases: the controller design phase, the modal filter design phase, and the reference signal design phase. A mu-optimal controller is designed and made robust to speed and parameter variations. A conversion technique is presented for generating sensor strain modes from sensor deformation mode shapes. The sensor modes are utilized for modal filtering and simulating fiber optic sensors for feedback to the controller. To generate appropriate virtual deformation reference signals, rigid-body corrections are introduced to the deformation mode shapes. After successful completion of the phases, virtual deformation control is demonstrated. The wing is deformed and it is shown that angle-of-attack changes occur which could potentially be used to an advantage. The X-56A program must demonstrate active flutter suppression. It is shown that the virtual deformation controller can achieve active flutter suppression on the X-56A simulation model.

Modal Filter↗

Designing for Virtual Windows in a Deep Space Habitat

This paper discusses configurations and test analogs toward the design of a virtual window capability in a Deep Space Habitat. Long-duration space missions will require crews to remain in the confines of a spacecraft for extended periods of time, with possible harmful effects if a crewmember cannot cope with the small habitable volume. Virtual windows expand perceived volume using a minimal amount of image projection equipment and computing resources, and allow a limited immersion in remote environments. Uses for the virtual window include: live or augmented reality views of the external environment; flight deck, piloting, observation, or other participation in remote missions through live transmission of cameras mounted to remote vehicles; pre-recorded background views of nature areas, seasonal occurrences, or cultural events; and pre-recorded events such as birthdays, anniversaries, and other meaningful events prepared by ground support and families of the crewmembers.

habitation↗

NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration

NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA's Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies. NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships. The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.

technology↗

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.↗

A Virtual Laboratory for Aviation and Airspace Prognostics Research

Integration of Unmanned Aerial Vehicles (UAVs), autonomy, spacecraft, and other aviation technologies, in the airspace is becoming more and more complicated, and will continue to do so in the future. Inclusion of new technology and complexity into the airspace increases the importance and difficulty of safety assurance. Additionally, testing new technologies on complex aviation systems and systems of systems can be challenging, expensive, and at times unsafe when implementing real life scenarios. The application of prognostics to aviation and airspace management may produce new tools and insight into these problems. Prognostic methodology provides an estimate of the health and risks of a component, vehicle, or airspace and knowledge of how that will change over time. That measure is especially useful in safety determination, mission planning, and maintenance scheduling. In our research, we develop a live, distributed, hardware- in-the-loop Prognostics Virtual Laboratory testbed for aviation and airspace prognostics. The developed testbed will be used to validate prediction algorithms for the real-time safety monitoring of the National Airspace System (NAS) and the prediction of unsafe events. In our earlier work1 we discussed the initial Prognostics Virtual Laboratory testbed development work and related results for milestones 1 & 2. This paper describes the design, development, and testing of the integrated tested which are part of milestone 3, along with our next steps for validation of this work. Through a framework consisting of software/hardware modules and associated interface clients, the distributed testbed enables safe, accurate, and inexpensive experimentation and research into airspace and vehicle prognosis that would not have been possible otherwise. The testbed modules can be used cohesively to construct complex and relevant airspace scenarios for research. Four modules are key to this research: the virtual aircraft module which uses the X-Plane simulator and X-PlaneConnect toolbox, the live aircraft module which connects fielded aircraft using onboard cellular communications devices, the hardware in the loop (HITL) module which connects laboratory based bench-top hardware testbeds and the research module which contains diagnostics and prognostics tools for analysis of live air traffic situations and vehicle health conditions. The testbed also features other modules for data recording and playback, information visualization, and air traffic generation. Software reliability, safety, and latency are some of the critical design considerations in development of the testbed.

LVC-DE↗

Rotational and Translational Velocity and Acceleration Thresholds for the Onset of Cybersickness in Virtual Reality

This paper determined rotational and translational velocity and acceleration thresholds for the onset of cybersickness. Cybersickness causes discomfort and discourages the widespread use of virtual reality systems for both recreational and professional use. Visual motion or optic flow is known to be one of the main causes of cybersickness due to the sensory conflict it creates with the vestibular system. The aim of this experiment is to detect rotational and translational velocity and acceleration thresholds that cause the onset of cybersickness. Participants were exposed to a moving particle field in virtual reality for a few seconds per run. The field moved in different directions (longitudinal, lateral, roll, and yaw), with different velocity profiles (steady and accelerating), and different densities. Using a staircase procedure, that controlled the speed or acceleration of the field, we detected the threshold at which participant started to feel temporary symptoms of cybersickness. The optic flow was quantified for each motion type and by modifying the number of features, the same amount of optic flow was present in each scene. Having the same optic flow in each scene allows a direct comparison of the thresholds. The results show that the velocity and acceleration thresholds for rotational optic flow were significantly lower than for translational optic flow. The thresholds suggestively decreased with the decreasing particle density of the scene. Finally, it was found that all the rotational and translational thresholds strongly correlate with each other. While the mean values of the thresholds could be used as guidelines to develop virtual reality applications, the high variability between individuals implies that the individual tuning of motion controls would be more effective to reduce cybersickness while minimizing the impact on the experience of immersion.

Terenzi, Lorenzo↗

Virtual Reality and Oceanography: Overview, Applications, and Perspective

With the ongoing, exponential increase in ocean data from autonomous platforms, satellites, models, and in particular, the growing field of quantitative imaging, there arises a need for scalable and cost-efficient visualization tools to interpret these large volumes of data. With the recent proliferation of consumer grade head-mounted displays, the emerging field of virtual reality (VR) has demonstrated its benefit in numerous disciplines, ranging frommedicine to archeology. However, these benefits have not received asmuch attention in the ocean sciences. Here, we summarize some of the ways that virtual reality has been applied to this field. We highlight a few examples in which we (the authors) demonstrate the utility of VR as a tool for ocean scientists. For oceanic datasets that are well-suited for three-dimensional visualization, virtual reality has the potential to enhance the practice of ocean science.

Noah L Walcutt↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Integration Test and Evaluation (IT&E) Flight Test Series 6 Live Virtual Constructive - Distributed Environment (LVC-DE) Test Report

The goals of the Unmanned Aircraft Systems (UAS) Integration in the National Airspace System (NAS) (also UAS-NAS) Project are to reduce the barriers for UAS access and its integration into the NAS. The UAS-NAS project and industry stakeholders conducted a series of flight tests integrating technologies from the Modeling & Simulation (M&S), Human Systems Integration (HSI), and Communication and Control (C2), and Integration, Test & Evaluation (IT&E) research areas. The last of the flight test series, Flight Test Series 6 (FT6) was conducted in late 2019 and focused on evaluating the interaction of the airborne non-cooperative surveillance system and the Detect and Avoid (DAA) technology. The DAA system generated conflict alert and guidance for pilots using a Research Ground Control System (RGCS) to avoid intruder aircraft. The conflict alerting and guidance information was presented on the RGCS’s display using symbology developed by the human factors team. The objective of FT6 was to investigate the interoperability of Low Size, Weight, and Power (Low SWaP) sensors with the DAA alerting, guidance, and display requirements. To support this goal, the distributed test environments (DTE) were developed at Ames Research Center (ARC) and Armstrong Flight Research Center (AFRC) and securely linked over a Virtual Private Network (VPN). These environments took advantage of existing Live Virtual Constructive (LVC) technologies to support research observation at both Centers with the insertion of live UAS and manned intruder aircraft into a simulated NAS environment with Air Traffic Control (ATC) and constructive manned aircraft. The experiment was distributed between AFRC flight operations and research facilities and the Distributed Simulation Research Laboratory (DSRL) and Software Development Laboratory (SDL) in building N243 at ARC. The Air Traffic Controller and pseudo pilots operated from the DSRL and SDL, respectively, using the Multi-Aircraft Control System (MACS). The test subject and researchers operated from the Research Ground Control Station (RGCS) at AFRC using the Vigilant Spirit Control Station (VSCS) and associated DAA software and displays. Flight Operation for the unmanned aircraft (UA) and manned intruder traffic was conducted at AFRC. Virtual traffic was managed by ARC. Voice distribution was accomplished using a combination of disparate communication systems at ARC and AFRC. The purpose of this document is to record the development, design, and execution of activities in support of the FT6 efforts from the perspective of the ARC IT&E team. Furthermore, the Armstrong IT&E team has published a thorough FT6 Test Report, with emphasis on flight test support, facilities and vehicle development; this report complements the Armstrong report. Analysis of collected FT6 data will be conducted and reported by the M&S and HSI teams and will be published in separate reports.

UAS-NAS↗

In Situ Measurements of Surface Texture with Virtual Environments Support Science-Driven Human Surface Operations on the Moon and Beyond

Visualization tools enabling real-time scientific analysis are important for supporting future astronaut operations on the lunar surface. Such tools can be built into virtual environments to support scientific investigations, as well as situational awareness, real-time decision making, and efficient communication between astronauts and ground and support systems. Understanding how these tools can be optimized for science is essential for upcoming Artemis missions. In this contribution, we discuss how measurements of surface texture at multiple length scales can greatly enhance in situ science on/of the Moon, and eventually Mars, asteroids, and beyond. Roughness measurements at various wavelengths directly support objectives defined in the Artemis Science Plan, including (O1) “understanding planetary processes,” (O2) “understanding volatile cycles,” and (O3) “interpreting the impact history of the Earth-Moon system” . Key scientific analyses enabled by texture measurements at different length scales include: ● Sub-centimeter scales: Texture measurements can help constrain lava flow crystallinity, lava rheology, emplacement flow dynamics, and cooling histories (O1). Measurements of lacunarity (voids in fractal fill space) can shed light on eruptive volatile content, residence time of migrating volatiles, and near-surface volume available for micro-cold trapping of volatiles (O1, O2). ● Centimeter–meter scales: Texture measurements can be used for the differentiation of individual lava flows, the reconstruction of local stratigraphies and emplacement sequences, characterization of post-emplacement surface modification processes (O1, O3). Derived roughness (polarization) metrics can be used in the detection of water ice and characterization of ice properties (e.g., purity, grade, depth, abundance). ● Hectometer–Kilometer scales: Texture measurements can be used to differentiate major geologic surface units and surface structures (O1), constrain the presence of abundant ground ices (O2), and analyze surface modification and estimate surface age (O3). Real-time measurements of surface texture across these multiple length scales will enable efficient sample identification and scientific investigations by future astronauts. To support these investigations and the objective classification of surface texture, virtual environments employed by astronauts should be able to instantaneously convert raw data into processed data (e.g., digital terrain and elevation models) and derived metrics (e.g., RMS, std, Hurst, CPR) and perform statistical analyses (e.g., PCA, outliers, correlation matrices). Such tools are being developed and tested by the Resource Exploration and Science of our Cosmic Environment (RESOURCE) team, a node of NASA’s Solar System Exploration Research Virtual Institute (SSERVI), and are an excellent example of the powerful synergies of human and robotic ground assets critical in the return of humans to the Moon.

Ariel N. Deutsch↗