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At least 217 records · Page 12

Fusion of Test and Analysis: Artemis I Booster to Mobile Launcher Interface Validation

NASA is in the midst of bold and exciting next steps in human exploration and spaceflight. The designs of the new Space Launch System (SLS), the Orion spacecraft and the Exploration Ground Systems (EGS) for vehicle processing and launch are essentially complete and there has been significant progress in manufacturing and assembly of specific hardware for the Artemis I and Artemis II missions. Equally as important, the program level and integrated system level testing and analyses are also well underway to support integrated verification, validation, and Certificate of Flight Readiness (CoFR) for Artemis I. Testing and analysis are key to addressing technical challenges faced by the Artemis missions. Building block approaches are required that provide the right balance between component, element, and/or system level testing that satisfies verification and validation objectives where uncertainties are quantified and minimized. Artemis I is a system of systems that requires a fusion of test and analysis that adeptly characterizes critical interfaces between major program elements. An example of this fusion involves characterizing the interface between the SLS booster and the Mobile Launcher (ML) Vertical Support Post (VSP) interfaces. Proper characterization of this interface represents a number of challenges beginning with the fact that it is a mating of ground support structure in the form of a civil structure to flight hardware. Both sides of the interface are built to different construction standards, but are governed by interface requirements to ensure compatibility when mated. From past program experience, the flexibility at the booster to ML interface is critical in developing accurate prelaunch stacking and cryogenic preloads, squat loads, and pad separation release of preloads and squat loads. This same premise holds for Artemis I. To characterize the asymmetric characteristics at this interface, careful consideration of static forces due to gravity loading with the commensurate effects due to leveling during booster stacking (i.e., spacing and shimming) and nonlinear geometric forces are necessary for inclusion in pre-test assessments. This paper will look at these issues for the upcoming Booster Pull Test in which two boosters will be installed on the ML and one of these boosters will undergo static lateral loading followed afterwards with dynamic excitation into resonance and free-decay. This paper evaluates the booster to ML interface characteristics by characterizing the interface flexibility between the booster aft skirt and the ML VSP interfaces. Furthermore, this paper methodically evaluates the effect of the following on the test outcome: gravitational effects on the booster and ML, the effects of VSP leveling, spacing, and shimming under gravitational loading during booster stacking, the effect of geometric nonlinear follower force due to cg offset as booster is laterally displaced, and the system coupling between the booster under test, ML, and the second booster. Simulated results for a static load pull and dynamic excitation provide insight into the differences in measurement responses when boundary conditions and geometric conditions are included and not included.

Joel W Sills Jr.↗

Human factors in the presentation of computer-generated information - Aspects of design and application in automated flight traffic

The man-machine interface and its influence on the characteristics of computer displays in automated air traffic is discussed. The graphical presentation of spatial relationships and the problems it poses for air traffic control, and the solution of such problems are addressed. Psychological factors involved in the man-machine interface are stressed.

Roske-Hofstrand, Renate J.↗

Human-Automation Allocations for Current Robotic Space Operations: Space Station Remote Manipulator System

NASA’s Human Research Program’s Risk of Inadequate Design of Human and Automation/Robotic Integration (HARI) delineates the uncertainty surrounding crew work with automation and robotics in spaceflight. HARI is concerned with detrimental effects of ineffective user interfaces, system designs and/or functional task allocation on crew performance, potentially compromising mission success and safety. This risk arises because of limited experience with complex automation and robotics in spaceflight. One key knowledge gap within the HARI risk is related to function allocation.

Chang, Mai Lee↗

Adaptive and Adaptable Automation Design: A Critical Review of the Literature and Recommendations for Future Research

This report presents a review of literature on approaches to adaptive and adaptable task/function allocation and adaptive interface technologies for effective human management of complex systems that are likely to be issues for the Next Generation Air Transportation System, and a focus of research under the Aviation Safety Program, Integrated Intelligent Flight Deck Project. Contemporary literature retrieved from an online database search is summarized and integrated. The major topics include the effects of delegation-type, adaptable automation on human performance, workload and situation awareness, the effectiveness of various automation invocation philosophies and strategies to function allocation in adaptive systems, and the role of user modeling in adaptive interface design and the performance implications of adaptive interface technology.

Prinzel, Lawrence J., III↗

Developing a Prototype ALHAT Human System Interface for Landing

The goal of the Autonomous Landing and Hazard Avoidance Technology (ALHAT) project is to safely execute a precision landing anytime/anywhere on the moon. This means the system must operate in any lighting conditions, operate in the presence of any thruster generated regolith clouds, and operate without the help of redeployed navigational aids or prepared landing site at the landing site. In order to reach this ambitious goal, computer aided technologies such as ALHAT will be needed in order to permit these landings to be done safely. Although there will be advanced autonomous capabilities onboard future landers, humans will still be involved (either onboard as astronauts or remotely from mission control) in any mission to the moon or other planetary body. Because many time critical decisions must be made quickly and effectively during the landing sequence, the Descent and Landing displays need to be designed to be as effective as possible at presenting the pertinent information to the operator, and allow the operators decisions to be implemented as quickly as possible. The ALHAT project has established the Human System Interface (HSI) team to lead in the development of these displays and to study the best way to provide operators enhanced situational awareness during landing activities. These displays are prototypes that were developed based on multiple design and feedback sessions with the astronaut office at NASA/ Johnson Space Center. By working with the astronauts in a series of plan/build/evaluate cycles, the HSI team has obtained astronaut feedback from the very beginning of the design process. In addition to developing prototype displays, the HSI team has also worked to provide realistic lunar terrain (and shading) to simulate a "out the window" view that can be adjusted to various lighting conditions (based on a desired date/time) to allow the same terrain to be viewed under varying lighting terrain. This capability will be critical to determining the effect of terrain/lighting on the human pilot, and how they use windows and displays during landing activities. The Apollo missions were limited to about 28 possible launch days a year due to lighting and orbital constraints. In order to take advantage of more landing opportunities and venture to more challenging landing locations, future landers will need to utilize sensors besides human eyes for scanning the surface. The ALHAT HSI system must effectively convey ALHAT produced information to the operator, so that landings can occur during less "optimal" conditions (lighting, surface terrain, slopes, etc) than was possible during Apollo missions. By proving this capability, ALHAT will simultaneously provide more flexible access to the moon, and greater safety margins for future landers. This paper will specifically focus on the development of prototype displays (the Trajectory Profile Display (TPD), Landing Point Designation (LPD), and Crew Camera View (CCV) ), implementation of realistic planetary terrain, human modeling, and future HSI plans.

Hirsh, Robert L.↗

Robonaut 2 - The First Humanoid Robot in Space

NASA and General Motors have developed the second generation Robonaut, Robonaut 2 or R2, and it is scheduled to arrive on the International Space Station in late 2010 and undergo initial testing in early 2011. This state of the art, dexterous, anthropomorphic robotic torso has significant technical improvements over its predecessor making it a far more valuable tool for astronauts. Upgrades include: increased force sensing, greater range of motion, higher bandwidth and improved dexterity. R2 s integrated mechatronics design results in a more compact and robust distributed control system with a faction of the wiring of the original Robonaut. Modularity is prevalent throughout the hardware and software along with innovative and layered approaches for sensing and control. The most important aspects of the Robonaut philosophy are clearly present in this latest model s ability to allow comfortable human interaction and in its design to perform significant work using the same hardware and interfaces used by people. The following describes the mechanisms, integrated electronics, control strategies and user interface that make R2 a promising addition to the Space Station and other environments where humanoid robots can assist people.

Diftler, M. A.↗

HAT m:N Cognitive Task Analysis (CTA)

This Cognitive Task Analysis (CTA) study was designed to understand the capability of the m:N Tactical Operator (TO) interfaces developed by the Human-Autonomy Teaming Laboratory at NASA Ames to support operators responsible for simplified pilot operations of 100 independently operated small UAS (sUAS) in a constrained geographic area. The m:N sUAS TO interface includes a central Tactical Situation Display (TSD) digital map with moving icons reflecting the sUAS location and planned flight route. The interface also has two side panels. The left panel includes a tabular list of UAS assets and mission tasking, a list of recently viewed assets, and a list of events and alerts. The right panel includes a tabular list of UAS assets and their associated telemetry, text-based chat communication window, and a tabbed checklist window. This CTA was adapted from the incident-based applied cognitive task analysis (Militello & Hutton, 1998) and included demographics questions, scenario-based simulations, a task diagram and knowledge audit methods. In addition to examining the support provided by this m:N sUAS TO interface, this CTA study, conducted with aviation subject matter experts in analogous roles to the future tactical operator, was designed to illuminate and project likely cognitive requirements of the tactical operator. Interviewees participated in two scenario-based simulations using the m:N sUAS TO interfaces. In the first simulation, the interviewees supervised 12 sUAS operating in downtown San Diego, California transiting to and from a central sUAS Hive, restaurant locations, and customer drop off locations. Interviewees were asked to react to a UAS Volume Reservation (UVR) event with a two-phase impact on food delivery operations. In the second scenario, the interviewees supervised 100 sUAS operating in the same airspace and with the same mission. Interviewees used the interfaces to recognize and react to two sUAS air vehicle problems. After each scenario, we asked the interviewees a semi-structured list of questions to elicit their reflections about using the interfaces. Interviewees were confident in their ability to respond to two off-nominal situations in each simulation. Interviewees felt that, given high levels of automation on the sUAS, they would be able to manage the events without requiring additional support or handing off the sUAS to a colleague or supervisor in both the n=12 or n=100 sUAS settings. In the n=12 sUAS condition, interviewees used the center map to understand the asset location and progress along with mission tasking. An additional display window, Asset Telemetry, helped interviewees understand battery state and sUAS altitude. When the number of sUAS increased, interviewees altered their behavior. Rather than maintaining awareness of individual assets, interviewees appeared to become more reactive, managing exceptions. Interviewees reported that they spent less time looking at the nominal aircraft, and focused their attention primarily on the off-nominal aircraft. In addition, in the second simulation with n=100 sUAS, interviewees reported that they relied more on the side panels (Mission Timeline and Asset Telemetry) to gather information.

human-autonomy teaming↗

How should Fitts' Law be applied to human-computer interaction?

The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

NASA Program Space Human Factors↗

Helicopter Human Factors

Even under optimal conditions, helicopter flight is a most demanding form of human-machine interaction, imposing continuous manual, visual, communications, and mental demands on pilots. It is made even more challenging by small margins for error created by the close proximity of terrain in NOE flight and missions flown at night and in low visibility. Although technology advances have satisfied some current and proposed requirements, hardware solutions alone are not sufficient to ensure acceptable system performance and pilot workload. However, human factors data needed to improve the design and use of helicopters lag behind advances in sensor, display, and control technology. Thus, it is difficult for designers to consider human capabilities and limitations when making design decisions. This results in costly accidents, design mistakes, unrealistic mission requirements, excessive training costs, and challenge human adaptability. NASA, in collaboration with DOD, industry, and academia, has initiated a program of research to develop scientific data bases and design principles to improve the pilot/vehicle interface, optimize training time and cost, and maintain pilot workload and system performance at an acceptable level. Work performed at Ames, and by other research laboratories, will be reviewed to summarize the most critical helicopter human factors problems and the results of research that has been performed to: (1) Quantify/model pilots use of visual cues for vehicle control; (2) Improve pilots' performance with helmet displays of thermal imagery and night vision goggles for situation awareness and vehicle control; (3) Model the processes by which pilots encode maps and compare them to the visual scene to develop perceptually and cognitively compatible electronic map formats; (4) Evaluate the use of spatially localized auditory displays for geographical orientation, target localization, radio frequency separation; (5) Develop and flight test control/display concepts; (6) Quantify, model, predict, and improve pilots, workload-management strategies; and (7) Design computer-game trainers to reduce training time and cost.

Hart, Sandra G.↗

The Design of Mechanically Compatible Fasteners for Human Mandible Reconstruction

Mechanically compatible fasteners for use with thin or weakened bone sections in the human mandible are being developed to help reduce large strain discontinuities across the bone/implant interface. Materials being considered for these fasteners are a polyetherertherketone (PEEK) resin with continuous quartz or carbon fiber for the screw. The screws were designed to have a shear strength equivalent to that of compact/trabecular bone and to be used with a conventional nut, nut plate, or an expandable shank/blind nut made of a ceramic filled polymer. Physical and finite element models of the mandible were developed in order to help select the best material fastener design. The models replicate the softer inner core of trabecular bone and the hard outer shell of compact bone. The inner core of the physical model consisted of an expanding foam and the hard outer shell consisted of ceramic particles in an epoxy matrix. This model has some of the cutting and drilling attributes of bone and may be appropriate as an educational tool for surgeons and medical students. The finite element model was exercised to establish boundary conditions consistent with the stress profiles associated with mandible bite forces and muscle loads. Work is continuing to compare stress/strain profiles of a reconstructed mandible with the results from the finite element model. When optimized, these design and fastening techniques may be applicable, not only to other skeletal structures, but to any composite structure.

Roberts, Jack C.↗

A Human Factors Framework for Payload Display Design

During missions to space, one charge of the astronaut crew is to conduct research experiments. These experiments, referred to as payloads, typically are controlled by computers. Crewmembers interact with payload computers by using visual interfaces or displays. To enhance the safety, productivity, and efficiency of crewmember interaction with payload displays, particular attention must be paid to the usability of these displays. Enhancing display usability requires adoption of a design process that incorporates human factors engineering principles at each stage. This paper presents a proposed framework for incorporating human factors engineering principles into the payload display design process.

Dunn, Mariea C.↗

Development of a waste collection system for the space shuttle.

The development of a waste collection system to accommodate both male and female crew members for the space shuttle is discussed. The waste collection system, with emphasis on the collection and transfer of urine, is described. Human-interface requirements, zero-gravity influences and effects, and operational considerations required for total system design are discussed.

Behrend, A. F., Jr.↗

Analyzing Robotic Kinematics Via Computed Simulations

Computing system assists in evaluation of kinematics of conceptual robot. Displays positions and motions of robotic manipulator within work cell. Also displays interactions between robotic manipulator and other objects. Results of simulation displayed on graphical computer workstation. System includes both off-the-shelf software originally developed for automotive industry and specially developed software. Simulation system also used to design human-equivalent hand, to model optical train in infrared system, and to develop graphical interface for teleoperator simulation system.

Carnahan, Timothy M.↗

Human Spaceflight Architecture Model (HSFAM) Data Dictionary

HSFAM is a data model based on the DoDAF 2.02 data model with some for purpose extensions. These extensions are designed to permit quantitative analyses regarding stakeholder concerns about technical feasibility, configuration and interface issues, and budgetary and/or economic viability.

architecture definition↗

Development of Virtual Airspace Simulation Technology - Real-Time (VAST-RT) Capability 2 and Experimental Plans

The Virtual Airspace Simulation Technology - Real-Time (VAST-RT) Project, an element cf NASA's Virtual Airspace Modeling and Simulation (VAMS) Project, has been developing a distributed simulation capability that supports an extensible and expandable real-time, human-in-the-loop airspace simulation environment. The VAST-RT system architecture is based on DoD High Level Architecture (HLA) and the VAST-RT HLA Toolbox, a common interface implementation that incorporates a number of novel design features. The scope of the initial VAST-RT integration activity (Capability 1) included the high-fidelity human-in-the-loop simulation facilities located at NASA/Ames Research Center and medium fidelity pseudo-piloted target generators, such as the Airspace Traffic Generator (ATG) being developed as part of VAST-RT, as well as other real-time tools. This capability has been demonstrated in a gate-to-gate simulation. VAST-RT's (Capability 2A) has been recently completed, and this paper will discuss the improved integration of the real-time assets into VAST-RT, including the development of tools to integrate data collected across the simulation environment into a single data set for the researcher. Current plans for the completion of the VAST-RT distributed simulation environment (Capability 2B) and its use to evaluate future airspace capacity enhancing concepts being developed by VAMS will be discussed. Additionally, the simulation environment's application to other airspace and airport research projects is addressed.

Lehmer, R.↗

Color Choice is Everything - Impacts Color makes to the Lighting Environment

When contracts are let out to design multiple systems in a vehicle, it is a challenge to maintain integration between system leads. Designers on niche systems, like lighting and control panel design, often get caught up in the challenge of designing the light source or visual interface and fail to include time in their schedule to work with system architects on how their lighting system will be integrated. Additionally, behavioral scientists, industrial designers, and materials engineers get caught up with the materials and look of the system, but often fail to consider how the selection of their materials could affect the certification or performance of electronic devices like lighting systems. Additionally, computer modeling of the system architecture often assumes a perfect environment without the clutter of actual human use (dirt, stowage, crowding). As a result, lighting systems, and backlit displays run the risk of being overdesigned or under designed. Engineers making the assumption that because they have no input or there is no requirement on work surface reflectance, make the assumption that they can t count on good material choices and thus may install more lighting than is necessary. While having more lights may seem better, for a vehicle that is trying to conserve power, more lights may not be a good option. On the other hand, designers who made the opposite assumption and designed a lighting system that only produced just enough light, often wind up with a system that did conserve power, but didn t produce enough light. These situations are exasperated when the system starts to be used and the models are not perfect anymore. The lack of coordination and iterative design not only can impact lighting levels within an environment, but also can affect color perception. This is because, if materials do not represent a gradation of white or black, the material unevenly absorbs and reflects light at different wavelengths of the visual spectrum. The lighting designer may have built a light that meets light spectra requirements, but the eventual light reaching the human user may not be the spectra of light architects intended, if materials near the light source change the spectrum just by how much color is absorbed or reflected. With the recent findings concerning Circadian rhythm, where the spectra of light is extremely important for addressing crew sleep and wake cycles, system architects should pay considerable attention on the impact material choices have in changing the light spectrum in an environment. This presentation will show examples of how material choices impact the resulting illuminance, color spectrum, and power usage of an illuminated space. Its goal is to encourage system designers and planners to use more care in development of requirements and the verification of systems intended for the human visual interface.

Clark, Toni A.↗

Design/Development of Spacecraft and Module Crew Compartments

This slide presentation reviews the design and development of crew compartments for spacecraft and for modules. The Crew Compartment or Crew Station is defined as the spacecraft interior and all other areas the crewman interfaces inside the cabin, or may potentially interface.It uses examples from all of the human rated spacecraft. It includes information about the process, significant drivers for the design, habitability, definitions of models, mockups, prototypes and trainers, including pictures of each stage in the development from Apollo, pictures of the space shuttle trainers, and International Space Station trainers. It further reviews the size and shape of the Space Shuttle orbiter crew compartment, and the Apollo command module and the lunar module. It also has a chart which reviews the International Space Station (ISS) internal volume by stage. The placement and use of windows is also discussed. Interestingly according to the table presented, the number 1 rated piece of equipment for recreation was viewing windows. The design of crew positions and restraints, crew translation aids and hardware restraints is shown with views of the restraints and handholds used from the Apollo program through the ISS.

Goodman, Jerry R.↗

The Development of Cockpit Display and Alerting Concepts for Interval Management (IM) in a Near-Term Environment

The National Aeronautics and Space Administration (NASA) Langley Research Center (LaRC) Interval Management (IM) research team has conducted a wide spectrum of work in the recent past, ranging from development and testing of the concept, procedures, and algorithm. This document focuses on the research and evaluation of the IM pilot interfaces, cockpit displays, indications, and alerting concepts for conducting IM spacing operations. The research team incorporated knowledge of human factors research, industry standards for cockpit design, and cockpit design philosophies to develop innovative displays for conducting these spacing operations. The research team also conducted a series of human-in-the-loop (HITL) experiments with commercial pilots and air traffic controllers, in as realistic a high-density arrival operation environment as could be simulated, to evaluate the spacing guidance display features and interface requirements needed to conduct spacing operations.

Baxley, Brian T.↗