Search NASA⌕ Search

SEARCH · Search NASA

Results for “visual cueing”

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.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 217 records · Page 12

Re-Design and Beat Testing of the Man-Machine Integration Design and Analysis System: MIDAS

The Man-machine Design and Analysis System (MIDAS) is a human factors design and analysis system that combines human cognitive models with 3D CAD models and rapid prototyping and simulation techniques. MIDAS allows designers to ask 'what if' types of questions early in concept exploration and development prior to actual hardware development. The system outputs predictions of operator workload, situational awareness and system performance as well as graphical visualization of the cockpit designs interacting with models of the human in a mission scenario. Recently, MIDAS was re-designed to enhance functionality and usability. The goals driving the redesign include more efficient processing, GUI interface, advances in the memory structures, implementation of external vision models and audition. These changes were detailed in an earlier paper. Two Beta test sites with diverse applications have been chosen. One Beta test site is investigating the development of a new airframe and its interaction with the air traffic management system. The second Beta test effort will investigate 3D auditory cueing in conjunction with traditional visual cueing strategies including panel-mounted and heads-up displays. The progress and lessons learned on each of these projects will be discussed.

Shively, R. Jay↗

Using Dynamic Interface Modeling and Simulation to Develop a Launch and Recovery Flight Simulation for a UH-60A Blackhawk

Joint Shipboard Helicopter Integration Process (JSHIP) is a Joint Test and Evaluation (JT&E) program sponsored by the Office of the Secretary of Defense (OSD). Under the JSHDP program is a simulation effort referred to as the Dynamic Interface Modeling and Simulation System (DIMSS). The purpose of DIMSS is to develop and test the processes and mechanisms that facilitate ship-helicopter interface testing via man-in-the-loop ground-based flight simulators. Specifically, the DIMSS charter is to develop an accredited process for using a flight simulator to determine the wind-over-the-deck (WOD) launch and recovery flight envelope for the UH-60A ship/helicopter combination. DIMSS is a collaborative effort between the NASA Ames Research Center and OSD. OSD determines the T&E and warfighter training requirements, provides the programmatics and dynamic interface T&E experience, and conducts ship/aircraft interface tests for validating the simulation. NASA provides the research and development element, simulation facility, and simulation technical experience. This paper will highlight the benefits of the NASA/JSHIP collaboration and detail achievements of the project in terms of modeling and simulation. The Vertical Motion Simulator (VMS) at NASA Ames Research Center offers the capability to simulate a wide range of simulation cueing configurations, which include visual, aural, and body-force cueing devices. The system flexibility enables switching configurations io allow back-to-back evaluation and comparison of different levels of cueing fidelity in determining minimum training requirements. The investigation required development and integration of several major simulation system at the VMS. A new UH-60A BlackHawk interchangeable cab that provides an out-the-window (OTW) field-of-view (FOV) of 220 degrees in azimuth and 70 degrees in elevation was built. Modeling efforts involved integrating Computational Fluid Dynamics (CFD) generated data of an LHA ship airwake and integrating a real-time ship motion model developed based on a batch model from Naval Surface Warfare Center. Engineering development and integration of a three degrees-of-freedom (DOF) dynamic seat to simulate high frequency rotor-dynamics dependent motion cues for use in conjunction with the large motion system was accomplished. The development of an LHA visual model in several different levels of resolution and an aural cueing system in which three separate fidelity levels could be selected were developed. VMS also integrated a PC-based E&S simFUSION system to investigate cost effective IG alternatives. The DIMSS project consists of three phases that follow an approved Validation, Verification and accreditation (VV&A) process. The first phase will support the accreditation of the individual subsystems and models. The second will follow the verification and validation of the integrated subsystems and models, and will address fidelity requirements of the integrated models and subsystems. The third and final phase will allow the verification and validation of the full system integration. This VV&A process will address the utility of the simulated WOD launch and recovery envelope. Simulations supporting the first two stages have been completed and the data is currently being reviewed and analyzed.

Sweeney, Christopher↗

The effect of spurious angular accelerations on tracking in dynamic simulation

A laboratory study was conducted to investigate the effect of spurious simulator yaw motions on a pilot's control performance. A second objective was to compare the efficiency of static and dynamic simulator tracking in previously unexamined vehicle dynamics. Twelve airline pilots served as subjects in a moving-base flight simulator under congruent-motion, spurious-motion, and no-motion conditions. The results indicated a significant increase in the amount of error with increasing levels of spurious motion during the initially administered series of trials. The influence of spurious motion, however, was absent in a second series of trials. The data suggest that the pilots learned to compensate in their performance for the spurious inputs. It was also found that congruent visual and rotational cueing produced superior performance to that of tracking with visual information alone.

Beck, L. J.↗

Roll tracking effects of G-vector tilt and various types of motion washout

In a dogfight scenario, the task was to follow the target's roll angle while suppressing gust disturbances. All subjects adopted the same behavioral strategies in following the target while suppressing the gusts, and the MFP-fitted math model response was generally within one data symbol width. The results include the following: (1) comparisons of full roll motion (both with and without the spurious gravity tilt cue) with the static case. These motion cues help suppress disturbances with little net effect on the visual performance. Tilt cues were clearly used by the pilots but gave only small improvement in tracking errors. (2) The optimum washout (in terms of performance close to real world, similar behavioral parameters, significant motion attenuation (60 percent), and acceptable motion fidelity) was the combined attenuation and first-order washout. (3) Various trends in parameters across the motion conditions were apparent, and are discussed with respect to a comprehensive model for predicting adaptation to various roll motion cues.

Jex, H. R.↗

Simulator study of the effect of visual-motion time delays on pilot tracking performance with an audio side task

The effect of time delay was determined in the visual and motion cues in a flight simulator on pilot performance in tracking a target aircraft that was oscillating sinusoidally in altitude only. An audio side task was used to assure the subject was fully occupied at all times. The results indicate that, within the test grid employed, about the same acceptable time delay (250 msec) was obtained for a single aircraft (fighter type) by each of two subjects for both fixed-base and motion-base conditions. Acceptable time delay is defined as the largest amount of delay that can be inserted simultaneously into the visual and motion cues before performance degradation occurs. A statistical analysis of the data was made to establish this value of time delay. Audio side task provided quantitative data that documented the subject's work level.

Riley, D. R.↗

A model for the pilot's use of motion cues in roll-axis tracking tasks

Simulated target-following and disturbance-regulation tasks were explored with subjects using visual-only and combined visual and motion cues. The effects of motion cues on task performance and pilot response behavior were appreciably different for the two task configurations and were consistent with data reported in earlier studies for similar task configurations. The optimal-control model for pilot/vehicle systems provided a task-independent framework for accounting for the pilot's use of motion cues. Specifically, the availability of motion cues was modeled by augmenting the set of perceptual variables to include position, rate, acceleration, and accleration-rate of the motion simulator, and results were consistent with the hypothesis of attention-sharing between visual and motion variables. This straightforward informational model allowed accurate model predictions of the effects of motion cues on a variety of response measures for both the target-following and disturbance-regulation tasks.

Levison, W. H.↗

Runway Texture and Grid Pattern Effects on Rate-of-Descent Perception

To date, perceptual errors occur in determining descent rate from a computer-generated image in flight simulation. Pilots tend to touch down twice as hard in simulation than in flight, and more training time is needed in simulation before reaching steady-state performance. Barnes suggested that recognition of range may be the culprit, and he cited that problems such as collimated objects, binocular vision, and poor resolution lead to poor estimation of the velocity vector. Brown's study essentially ruled out that the lack of binocular vision is the problem. Dorfel added specificity to the problem by showing that pilots underestimated range in simulated scenes by 50% when 800 ft from the runway threshold. Palmer and Petitt showed that pilots are able to distinguish between a 1.7 ft/sec and 2.9 ft/sec sink rate when passively observing sink rates in a night scene. Platform motion also plays a role, as previous research has shown that the addition of substantial platform motion improves pilot estimates of vertical velocity and results in simulated touchdown rates more closely resembling flight. This experiment examined how some specific variations in the visual scene properties affect a pilot's perception of sink rate. It extended another experiment that focused on the visual and motion cues necessary for helicopter autorotations. In that experiment, pilots performed steep approaches to a runway. The visual content of the runway and its surroundings varied in two ways: texture and rectangular grid spacing. Four textures, included a no-texture case, were evaluated. Three grid spacings, including a no-grid case, were evaluated. The results showed that pilot better controlled their vertical descent rates when good texture cues were present. No significant differences were found for the grid manipulation. Using those visual scenes a simple psychophysics, experiment was performed. The purpose was to determine if the variations in the visual scenes allowed pilots to better perceive vertical velocity. To determine that answer, pilots passively viewed a particular visual scene in which the vehicle was descending at two different rates. Pilots had to select which of the two rates they thought was the fastest rate. The difference between the two rates changed using a staircase method, depending on whether or not the pilot was correct, until a minimum threshold between the two descent rates was reached. This process was repeated for all of the visual scenes to decide whether or not the visual scenes did allow pilots to perceive vertical velocity better among them. All of the data have yet to be analyzed; however, neither the effects of grid nor texture revealed any statistically significant trends. On further examination of the staircase method employed, a possibility exists that the lack of an evident trend may be due to the exit criterion used during the study. As such, the experiment will be repeated with an improved exit criterion in February. Results of this study will be presented in the submitted paper.

Schroeder, J. A.↗

Simulation for STS flight crew training

Training activities for flights of the Space Shuttle Orbiter are performed in the most complicated flight simulation facility yet assembled. The Shuttle Mission Simulator (SMS) provides training for the entire mission from prelaunch to postlanding. An extensive pilot-cues environment is provided in which visual, aural, and motion cues are presented. The planning and execution of training on the simulator must take into account the complexity of the Shuttle systems, the complexity of the procedures and crew interface on the Shuttle, and the complexity of the mission, itself. The major points of this training program are highlighted.

Hughes, F. E.↗

Vestibular plasticity following orbital spaceflight: recovery from postflight postural instability

Results of previous studies suggested that the vestibular mediated postural instability observed in astronauts upon return to earth from orbital spaceflight may be exacerbated by an increased weighting of visual inputs for spatial orientation and control of movement. This study was performed to better understand the roles of visual and somatosensory contributions to recovery of normal sensori-motor postural control in returning astronauts. Preflight and postflight, 23 astronaut volunteers were presented randomly with three trials of six sensory organization test (SOT) conditions in the EquiTest system test battery. Sagittal plane center-of-gravity (COG) excursions computed from ground reaction forces were significantly higher on landing day than preflight for those test conditions presenting sway-referenced visual and/or somatosensory orientation cues. The ratio of summed peak-to-peak COG sway amplitudes on the two sway-referenced vision tests (SOTs 3 + 6) compared to the two eyes closed tests (SOTs 2 + 5) was increased on landing day, indicating an increased reliance on visual orientation cues for postural control. The ratio of peak-to-peak COG excursions on sway-referenced surfaces (SOTs 4, 5 & 6) to an earth fixed support surfaces (SOTs 1, 2 & 3) increased even more after landing suggesting primary reliance on somatosensory orientation cues for recovery of postflight postural stability. Readaptation to sway-referenced support surfaces took longer than readaptation to sway-referenced vision. The increased reliance on visual and somatosensory inputs disappeared in all astronauts 4-8 days following return to earth.

NASA Program Space Physiology and Countermeasures↗

Design parameters for a stereoptic television system based on direct vision depth perception cues

Remotely controlled systems which use television for visual feedback require that depth cues be available to the operator. A number of techniques have been developed to provide stereoptic video. An analysis of parameters of such systems as related to the depth cues of convergence and retinal disparity was carried out. Parameter requirements were determined for the provision of natural and exaggerated stereoptic cues and expressions were developed for range resolution limits based on the retinal disparity threshold. An empirical study was conducted using a stereoptic video system to determine threshold values

Shields, N. L., Jr.↗

Operator vision aids for space teleoperation assembly and servicing

This paper investigates concepts for visual operator aids required for effective telerobotic control. Operator visual aids, as defined here, mean any operational enhancement that improves man-machine control through the visual system. These concepts were derived as part of a study of vision issues for space teleoperation. Extensive literature on teleoperation, robotics, and human factors was surveyed to definitively specify appropriate requirements. This paper presents these visual aids in three general categories of camera/lighting functions, display enhancements, and operator cues. In the area of camera/lighting functions concepts are discussed for: (1) automatic end effector or task tracking; (2) novel camera designs; (3) computer-generated virtual camera views; (4) computer assisted camera/lighting placement; and (5) voice control. In the technology area of display aids, concepts are presented for: (1) zone displays, such as imminent collision or indexing limits; (2) predictive displays for temporal and spatial location; (3) stimulus-response reconciliation displays; (4) graphical display of depth cues such as 2-D symbolic depth, virtual views, and perspective depth; and (5) view enhancements through image processing and symbolic representations. Finally, operator visual cues (e.g., targets) that help identify size, distance, shape, orientation and location are discussed.

Brooks, Thurston L.↗

An Initial Examination of Roll-Lateral Coordination Motion Requirements in Flight Simulation

A piloted simulation that examined the effects of uncoordinated roll-lateral motion cues from a coordinated math model was conducted. The vehicle model represented a typical helicopter with satisfactory handling qualities in the roll-lateral axes. The task was a two-degree-of-freedom horizontal sidestep, where the pilot controlled lateral position through roll angle. The motion platform commands were varied via two motion control system gains. One gain reduced the ratio between platform roll angle to math model (and thus visual) roll angle. The other gain was placed on how much lateral platform movement would result from platform roll attitude in an attempt to align the apparent gravity vector vertically relative to the pilot. Gains from one to zero were examined in both axes. Thus, the true 1:1 motion case, where the motion cues matched the visual cues was evaluated. Pilots subjective ratings of motion fidelity matched well against an earlier developed motion fidelity criteria. Significant differences were noted in the fixed-base versus motion base configurations.

Schroeder, Jeffery A.↗

Effects of Motion Cues on the Training of Multi-Axis Manual Control Skills

The study described in this paper investigated the effects of two different hexapod motion configurations on the training and transfer of training of a simultaneous roll and pitch control task. Pilots were divided between two groups which trained either under a baseline hexapod motion condition, with motion typically provided by current training simulators, or an optimized hexapod motion condition, with increased fidelity of the motion cues most relevant for the task. All pilots transferred to the same full-motion condition, representing motion experienced in flight. A cybernetic approach was used that gave insights into the development of pilots use of visual and motion cues over the course of training and after transfer. Based on the current results, neither of the hexapod motion conditions can unambiguously be chosen as providing the best motion for training and transfer of training of the used multi-axis control task. However, the optimized hexapod motion condition did allow pilots to generate less visual lead, control with higher gains, and have better disturbance-rejection performance at the end of the training session compared to the baseline hexapod motion condition. Significant adaptations in control behavior still occurred in the transfer phase under the full-motion condition for both groups. Pilots behaved less linearly compared to previous single-axis control-task experiments; however, this did not result in smaller motion or learning effects. Motion and learning effects were more pronounced in pitch compared to roll. Finally, valuable lessons were learned that allow us to improve the adopted approach for future transfer-of-training studies.

flight simulators↗

Developing Tests of Visual Dependency

Astronauts develop neural adaptive responses to microgravity during space flight. Consequently these adaptive responses cause maladaptive disturbances in balance and gait function when astronauts return to Earth and are re-exposed to gravity. Current research in the Neuroscience Laboratories at NASA-JSC is focused on understanding how exposure to space flight produces post-flight disturbances in balance and gait control and developing training programs designed to facilitate the rapid recovery of functional mobility after space flight. In concert with these disturbances, astronauts also often report an increase in their visual dependency during space flight. To better understand this phenomenon, studies were conducted with specially designed training programs focusing on visual dependency with the aim to understand and enhance subjects ability to rapidly adapt to novel sensory situations. The Rod and Frame test (RFT) was used first to assess an individual s visual dependency, using a variety of testing techniques. Once assessed, subjects were asked to perform two novel tasks under transformation (both the Pegboard and Cube Construction tasks). Results indicate that head position cues and initial visual test conditions had no effect on an individual s visual dependency scores. Subjects were also able to adapt to the manual tasks after several trials. Individual visual dependency correlated with ability to adapt manual to a novel visual distortion only for the cube task. Subjects with higher visual dependency showed decreased ability to adapt to this task. Ultimately, it was revealed that the RFT may serve as an effective prediction tool to produce individualized adaptability training prescriptions that target the specific sensory profile of each crewmember.

Kindrat, Alexandra N.↗

Effects of False Tilt Cues on the Training of Manual Roll Control Skills

This paper describes a transfer-of-training study performed in the NASA Ames Vertica lMotion Simulator. The purpose of the study was to investigate the effect of false tilt cues on training and transfer of training of manual roll control skills. Of specific interest were the skills needed to control unstable roll dynamics of a mid-size transport aircraft close to the stall point. Nineteen general aviation pilots trained on a roll control task with one of three motion conditions: no motion, roll motion only, or reduced coordinated roll motion. All pilots transferred to full coordinated roll motion in the transfer session. A novel multimodal pilot model identification technique was successfully applied to characterize how pilots' use of visual and motion cues changed over the course of training and after transfer. Pilots who trained with uncoordinated roll motion had significantly higher performance during training and after transfer, even though they experienced the false tilt cues. Furthermore, pilot control behavior significantly changed during the two sessions, as indicated by increasing visual and motion gains, and decreasing lead time constants. Pilots training without motion showed higher learning rates after transfer to the full coordinated roll motion case.

simulators↗

Visually induced motion in flight simulation

Visually induced yaw (circularvection) resulting from a moving wide field presentation, and its interaction with vestibular yaw cues generated by base motion is discussed. A model is presented for the interaction between visual and motion cues in yaw which rationalizes the high frequency utilization of vestibular cues and the low frequency use of visual cues to support sustained angular velocity. The implications for fixed and moving base flight simulator design are discussed. Similar considerations apply to visually induced linear velocity (linearvection) and interesting asymmetries in the fore-aft direction are noted. Visually induced pitch and roll are discussed and modelled in terms of conflict between the visually induced motion and the information regarding attitude based upon graviceptor signals.

Young, L. R.↗

Visual Orientation in Unfamiliar Gravito-Inertial Environments

The goal of this project is to better understand the process of spatial orientation and navigation in unfamiliar gravito-inertial environments, and ultimately to use this new information to develop effective countermeasures against the orientation and navigation problems experienced by astronauts. How do we know our location, orientation, and motion of our body with respect to the external environment ? On earth, gravity provides a convenient "down" cue. Large body rotations normally occur only in a horizontal plane. In space, the gravitational down cue is absent. When astronauts roll or pitch upside down, they must recognize where things are around them by a process of mental rotation which involves three dimensions, rather than just one. While working in unfamiliar situations they occasionally misinterpret visual cues and experience striking "visual reorientation illusions" (VRIs), in which the walls, ceiling, and floors of the spacecraft exchange subjective identities. VRIs cause disorientation, reaching errors, trigger attacks of space motion sickness, and potentially complicate emergency escape. MIR crewmembers report that 3D relationships between modules - particularly those with different visual verticals - are difficult to visualize, and so navigating through the node that connects them is not instinctive. Crew members learn routes, but their apparent lack of survey knowledge is a concern should fire, power loss, or depressurization limit visibility. Anecdotally, experience in mockups, parabolic flight, neutral buoyancy and virtual reality (VR) simulators helps. However, no techniques have been developed to quantify individual differences in orientation and navigation abilities, or the effectiveness of preflight visual. orientation training. Our understanding of the underlying physiology - for example how our sense of place and orientation is neurally coded in three dimensions in the limbic system of the brain - is incomplete. During the 16 months that this human and animal research project has been underway, we have obtained several results that are not only of basic research interest, but which have practical implications for the architecture and layout of spacecraft interiors and for the development of astronaut spatial orientation training countermeasures.

Oman, Charles M.↗

Volumetric 3D Display System with Static Screen

Current display technology has relied on flat, 2D screens that cannot truly convey the third dimension of visual information: depth. In contrast to conventional visualization that is primarily based on 2D flat screens, the volumetric 3D display possesses a true 3D display volume, and places physically each 3D voxel in displayed 3D images at the true 3D (x,y,z) spatial position. Each voxel, analogous to a pixel in a 2D image, emits light from that position to form a real 3D image in the eyes of the viewers. Such true volumetric 3D display technology provides both physiological (accommodation, convergence, binocular disparity, and motion parallax) and psychological (image size, linear perspective, shading, brightness, etc.) depth cues to human visual systems to help in the perception of 3D objects. In a volumetric 3D display, viewers can watch the displayed 3D images from a completely 360 view without using any special eyewear. The volumetric 3D display techniques may lead to a quantum leap in information display technology and can dramatically change the ways humans interact with computers, which can lead to significant improvements in the efficiency of learning and knowledge management processes. Within a block of glass, a large amount of tiny dots of voxels are created by using a recently available machining technique called laser subsurface engraving (LSE). The LSE is able to produce tiny physical crack points (as small as 0.05 mm in diameter) at any (x,y,z) location within the cube of transparent material. The crack dots, when illuminated by a light source, scatter the light around and form visible voxels within the 3D volume. The locations of these tiny voxels are strategically determined such that each can be illuminated by a light ray from a high-resolution digital mirror device (DMD) light engine. The distribution of these voxels occupies the full display volume within the static 3D glass screen. This design eliminates any moving screen seen in previous approaches, so there is no image jitter, and has an inherent parallel mechanism for 3D voxel addressing. High spatial resolution is possible with a full color display being easy to implement. The system is low-cost and low-maintenance.

Geng, Jason↗