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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 199 records · Page 11

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) aims to land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. NASA’s Joint Augmented Reality Visual Informatics System (Joint AR) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and computes system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A VR testbed was established to simulate a representative lunar surface environment, enabling a series of three human-in-the-loop (HITL) tests evaluating AR navigation interfaces for exploration extravehicular activity (xEVA). Our findings identify several considerations for future Joint AR design and testing efforts, including challenges with data overload, attentional demands, and environment-related perceptual challenges. Trade-offs and potential approaches are discussed to mitigate these challenges and improve future Joint AR testing fidelity.

Jacob Keller↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) aims to land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. NASA’s Joint Augmented Reality Visual Informatics System (Joint AR) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and computes system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A VR testbed was established to simulate a representative lunar surface environment, enabling a series of three human-in-the-loop (HITL) tests evaluating AR navigation interfaces for exploration extravehicular activity (xEVA). Our findings identify several considerations for future Joint AR design and testing efforts, including challenges with data overload, attentional demands, and environment-related perceptual challenges. Trade-offs and potential approaches are discussed to mitigate these challenges and improve future Joint AR testing fidelity.

Matthew Miller↗

The High Density Vertiplex Advanced Onboard Automation Overview

While many studies have been performed examining Urban Air Mobility (UAM) operations from UAM Maturity Level (UML) UML-1 to UML-4, [1, 2] some uncertainty exists regarding the integration and role of onboard autonomous systems, airspace management systems, ground control and fleet management systems, and how they integrate with vertiport automation systems to ensure safe high-density future operations. One thrust of the Advanced Air Mobility (AAM) High Density Vertiplex (HDV) sub-project is to perform rapid prototyping and assessment of an Urban Air Mobility (UAM) Ecosystem within the terminal operational area to help inform future research investments and technology development. Another thrust within HDV is to perform integration, testing, and safety risk assessments required to acquire operational credit for several NASA small Unmanned Aerial Systems (sUAS) beyond visual line of sight (BVLOS) enabling technologies to expand test capabilities and to expedite technology transfer and ultimate effective usage. Both thrusts leverage sUAS to serve as surrogates for the highly-technologically-similar envisioned UAM aircraft as well as to provide significant contributions to sUAS Part-135 operators. This report provides an overview of the activities accomplished within the Advanced Onboard Automation (AOA) schedule work package of HDV.

Human Factors, Simulation↗

elVis: An Interactive System For Visualization of Unsteady Fluid Flow

ElVis is a prototype system with allows for the interactive visualization of unsteady fluid flow. The increasing computational power applied to fluid dynamics simulations presents the enormous challenge to the visualization system designer to apply a wide range of technologies to the analysis process with ever increasing demands on performance. Visualization of the results of unsteady fluid flow simulations presents the challenge of exploring very large and complex data sets. Since exploration is a trial and error process, it is of utmost importance that the time required to execute a trial (i.e., create a visualization) be at a minimum in order to provide real time interaction.

Gerald-Yamasaki, Michael↗

DataHub--Knowledge-Based Science Data Management for Exploratory Data Analysis

It is our belief that new modes of research and new tools will be required to handle the massive amount of diverse data that is to be stored, organized, accessed, distributed, visualized, and analyzed. The fundamental innovation required is the integration of three automation technologies, videlicet knowledge-based expert systems, science visualization and science data management. This integration is based on a concept caled the DataHub, which we describe here.

DataHub↗

Scalable, resilient, and configurable permissioned blockchain fabric

With the advent of Bitcoin, the interest of the database community in blockchain systems has steadily grown. Many existing blockchain applications use blockchains as a platform for monetary transactions, however. We deviate from this philosophy and present ResilientDB, which can serve in a suite of non-monetary data-processing blockchain applications. Our ResilientDB uses state-of-the-art technologies and includes a novel visualization that helps in monitoring the state of the blockchain application.

97 MATHEMATICS AND COMPUTING↗

Particle data reduction in Japan

The characterization of atomized particles generated by various atomizer and the mechanics of their evaporation and combustion processes were studied. The need existed for visualizing the internal structure of flames including evaporation and combustion processes as well as for a better way of understanding spray particle generation mechanisms and internal structures. A particle sizer based on Fraunhofer diffraction for detecting particle size and in-line Fraunhofer holograms for observation of local spray particles were used. A novel visualizing technique based on Computer Technology was developed and is discussed.

Nakayama, Mitsushige↗

Background-Oriented Schlieren used in a hypersonic inlet test at NASA GRC

Background Oriented Schlieren (BOS) is a derivative of the classical schlieren technology, which is used to visualize density gradients, such as shock wave structures in a wind tunnel. Changes in refractive index resulting from density gradients cause light rays to bend, resulting in apparent motion of a random background pattern. The apparent motion of the pattern is determined using cross-correlation algorithms (between no-flow and with-flow image pairs) producing a schlieren-like image. One advantage of BOS is its simplified setup which enables a larger field-of-view (FOV) than traditional schlieren systems. In the present study, BOS was implemented into the Combined Cycle Engine Large-Scale Inlet Mode Transition Experiment (CCE LIMX) in the 10x10 Supersonic Wind Tunnel at NASA Glenn Research Center. The model hardware for the CCE LIMX accommodates a fully integrated turbine based combined cycle propulsion system. To date, inlet mode transition between turbine and ramjet operation has been successfully demonstrated. High-speed BOS was used to visualize the behavior of the flow structures shock waves during unsteady inlet unstarts, a phenomenon known as buzz. Transient video images of inlet buzz were recorded for both the ramjet flow path (high speed inlet) and turbine flow path (low speed inlet). To understand the stability limits of the inlet, operation was pushed to the point of unstart and buzz. BOS was implemented in order to view both inlets simultaneously, since the required FOV was beyond the capability of the current traditional schlieren system. An example of BOS data (Images 1-6) capturing inlet buzz are presented.

Background-oriented schlieren↗

Using CLIPS to represent knowledge in a VR simulation

Virtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.

Engelberg, Mark L.↗

Flicker: A review of temporal light modulation stimulus, responses, and measures

Flicker has been an important lighting system consideration for over a century. More precise terms are temporal light modulation (TLM) as the stimulus, and responses to TLM as the unwanted visual, cognitive, or physiological consequences. As lighting technology evolved, different forms of TLM emerged, and so did responses to them. Today, some LED systems – encompassing the LED, driver, and control – can result in TLM causing severe unwanted effects, while other LED systems produce no unwanted effects at all. LED systems can deliver a much wider range of luminous waveforms than conventional lighting systems, some exhibiting very high modulation depths. More than any light source before, they can elicit perceptions of the phantom array. Direct flicker effects at modulation frequencies less than about 80 Hz and the stroboscopic effect at frequencies greater than 80 Hz are fairly well understood, but the phantom array effect needs more exploration and characterisation. This review focuses on the technology and research history that led to current metrics for quantifying TLM and human responses to TLM. Notably, visually impaired individuals may exhibit alterations in their response to TLM, but such a discussion is beyond the intent of this review. Thus, the focus is on individuals with normal visual function.

60 APPLIED LIFE SCIENCES↗

Helmet-mounted display systems for flight simulation

Simulation scientists are continually improving simulation technology with the goal of more closely replicating the physical environment of the real world. The presentation or display of visual information is one area in which recent technical improvements have been made that are fundamental to conducting simulated operations close to the terrain. Detailed and appropriate visual information is especially critical for nap-of-the-earth helicopter flight simulation where the pilot maintains an 'eyes-out' orientation to avoid obstructions and terrain. This paper describes visually coupled wide field of view helmet-mounted display (WFOVHMD) system technology as a viable visual presentation system for helicopter simulation. Tradeoffs associated with this mode of presentation as well as research and training applications are discussed.

Haworth, Loren A.↗

RAVIS: Resource Forecast and Ramp Visualization for Situational Awareness of Variable Renewable Generation

The Resource Forecast and Ramp Visualization for Situational Awareness (RAVIS) is an innovative, open-source tool for visualizing variable renewable resource forecasts and alerts for significant up- and down-ramps in renewable generation and the consequent system net load. The modular dashboard of RAVIS contains configurable panes for viewing probabilistic time-series forecasts, ramp event alerts on the look-ahead timeline, and spatially resolved resource sites, and forecasts. For comprehensive situational awareness, the tool can add additional data layers from simulation and independent system operator (ISO) market clearing data---including electric line utilization, nodal price, and available generation flexibility---in response to continuously updated renewable forecasts. This paper introduces the RAVIS technology suite employed to provide optimum visualization and flexible design characteristics. The paper also illustrates some use cases of the tool using site-specific solar power forecast data obtained from the IBM Watt-Sun forecasting platform for the California ISO and Midcontinent ISO footprints. The source code for RAVIS is public (https://github.com/ravis-nrel/ravis), and the intended users are forecasters, utility planners, ISO operators, and researchers.

41 EE - Solar Energy Technologies Office (EE-4S)↗

RAVIS: Resource Forecast and Ramp Visualization for Situational Awareness of Variable Renewable Generation: Preprint

The Resource Forecast and Ramp Visualization for Situational Awareness (RAVIS) is an innovative, open-source tool for visualizing variable renewable resource forecasts and alerts for significant up- and down-ramps in renewable generation and the consequent system net load. The modular dashboard of RAVIS contains configurable panes for viewing probabilistic time-series forecasts, ramp event alerts on the look-ahead timeline, and spatially resolved resource sites, and forecasts. For comprehensive situational awareness, the tool can add additional data layers from simulation and independent system operator (ISO) market clearing data—including electric line utilization, nodal price, and available generation flexibility—in response to continuously updated renewable forecasts. This paper introduces the RAVIS technology suite employed to provide optimum visualization and flexible design characteristics. The paper also illustrates some use cases of the tool using site-specific solar power forecast data obtained from the IBM Watt-Sun forecasting platform for the California ISO and Midcontinent ISO footprints. The source code for RAVIS is public (https://github.com/ravis-nrel/ravis), and the intended users are forecasters, utility planners, ISO operators, and researchers.

41 EE - Solar Energy Technologies Office (EE-4S)↗

Evolving Our Evaluation of Lighting Environments Project

Imagine you are an astronaut on their 100th day of your three year exploration mission. During your daily routine to the small hygiene compartment of the spacecraft, you realize that no matter what you do, your body blocks the light from the lamp. You can clearly see your hands or your toes but not both! What were those design engineers thinking! It would have been nice if they could have made the walls glow instead! The reason the designers were not more innovative is that their interpretation of the system lighting requirements didn't allow them to be so! Currently, our interior spacecraft lighting standards and requirements are written around the concept of a quantity of light illuminating a spacecraft surface. The natural interpretation for the engineer is that a lamp that throws light to the surface is required. Because of certification costs, only one lamp is designed and small rooms can wind up with lamps that may be inappropriate for the room architecture. The advances in solid state light emitting technologies and optics for lighting and visual communication necessitates the evaluation of how NASA envisions spacecraft lighting architectures and how NASA uses industry standards for the design and evaluation of lighting system. Current NASA lighting standards and requirements for existing architectures focus on the separate ability of a lighting system to throw light against a surface or the ability of a display system to provide the appropriate visual contrast. Realization that these systems can be integrated is not realized. The result is that the systems are developed independent from one another and potential efficiencies that could be realized from borrowing from the concept of one technology and applying it for the purpose of the other does not occur. This project investigated the possibility of incorporating large luminous surface lamps as an alternative or supplement to overhead lighting. We identified existing industry standards for architectural luminous or brightness uniformity as part of a lighting system definition. The efficiency of the surface lighting technology was evaluated for uniformity and power consumption. Finally, the team investigated possible performance savings if the walls were made to glow via a self luminous surface system instead of creating brightness by use of direct lighting of a highly reflective diffuse surface.

Terrier, Douglas↗

Three-Dimensional User Interfaces for Immersive Virtual Reality

The focus of this grant was to experiment with novel user interfaces for immersive Virtual Reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. Our primary test application was a scientific visualization application for viewing Computational Fluid Dynamics (CFD) datasets. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past year, and extends last year's final report of the first three years of the grant.

vanDam, Andries↗

Urban Energy Systems: Research at Oak Ridge National Laboratory

In the coming decades, our planet will witness unprecedented urban population growth in both established and emerging communities. The development and maintenance of urban infrastructures are highly energy-intensive. Urban areas are dictated by complex intersections among physical, engineered, and human dimensions that have significant implications for traffic congestion, emissions, and energy usage. In this chapter, we highlight recent research and development efforts at Oak Ridge National Laboratory (ORNL), the largest multipurpose science laboratory within the U.S. Department of Energy’s (DOE) national laboratory system, that characterizes the interactions between the human dynamics and critical infrastructures in conjunction with the integration of four distinct components: data, critical infrastructure models, and scalable computation and visualization, all within the context of physical and social systems. Discussions focus on four key topical themes: population and land use, sustainable mobility, the energy-water nexus, and urban resiliency, that are mutually aligned with DOE’s mission and ORNL’s signature science and technology capabilities. Using scalable computing, data visualization, and unique datasets from a variety of sources, the institute fosters innovative interdisciplinary research that integrates ORNL expertise in critical infrastructures including energy, water, transportation, and cyber, and their interactions with the human population.

Bhaduri, Budhu↗

Cleaning and Cleanliness Measurement of Additive Manufactured Parts

The successful acquisition and utilization of piece parts and assemblies for contamination sensitive applications requires application of cleanliness acceptance criteria. Contamination can be classified using many different schemes. One common scheme is classification as organic, ionic and particulate contaminants. These may be present in and on the surface of solid components and assemblies or may be dispersed in various gaseous or liquid media. This discussion will focus on insoluble particle contamination on the surface of piece parts and assemblies. Cleanliness of parts can be controlled using two strategies, referred to as gross cleanliness and precision cleanliness. Under a gross cleanliness strategy acceptance is based on visual cleanliness. This approach introduces a number of concerns that render it unsuitable for controlling cleanliness of high technology products. Under the precision cleanliness strategy, subjective, visual assessment of cleanliness is replaced by objective measurement of cleanliness. When a precision cleanliness strategy is adopted there naturally arises the question: How clean is clean enough? The six commonly used methods for establishing objective cleanliness acceptance limits will be discussed. Special emphasis shall focus on the use of multiple extraction, a technique that has been demonstrated for additively manufactured parts.

Welker, Roger W.↗