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At least 235 records · Page 13

MITT writer and MITT writer advanced development: Developing authoring and training systems for complex technical domains

MITT Writer is a software system for developing computer based training for complex technical domains. A training system produced by MITT Writer allows a student to learn and practice troubleshooting and diagnostic skills. The MITT (Microcomputer Intelligence for Technical Training) architecture is a reasonable approach to simulation based diagnostic training. MITT delivers training on available computing equipment, delivers challenging training and simulation scenarios, and has economical development and maintenance costs. A 15 month effort was undertaken in which the MITT Writer system was developed. A workshop was also conducted to train instructors in how to use MITT Writer. Earlier versions were used to develop an Intelligent Tutoring System for troubleshooting the Minuteman Missile Message Processing System.

Wiederholt, Bradley J.↗

Implementation of Joint Multi-Segment Training

The highest level of training for ISS flight is Joint Multi-Segment Training (JMST) simulations. These simulations allow two or more partners to conduct multi-segment training for their respective Mission Control Centers (MCC), include actual crew members, and usually include training facilities in each of the participating International Partner (IP) locations. It is the dress rehearsal for those events that exercise the interface between different IP modules and/or the decision making process between the different MCCs involved. This presentation will describe the challenge of successfully implementing JMST. It will start with a brief overview of who is involved, where they are located, and when JMSTs are required. Finally, it will illustrate many of the complications involved in just running a JMST between MCC-M and MCC-H. The viewer will leave with a much better appreciation for the complexities involved in successfully conducting a JMST of this nature, as well as an idea of how the picture will change as the other partners and payloads become involved.

Reagan, Marc↗

The effects of Above Real-Time Training (ARTT) in an F-16 simulator

In this application of above real-time training (ARTT), 24 mission-capable F-16 pilots performed three tasks on a part-task F-16A flight simulator under varying levels of time compression (i.e., 1.0x, 1.5x, 2.0x, and random). All subjects were then tested in a real-time (1.0x) environment. The three tasks under study were an emergency procedure (EP) task, a one versus two air combat maneuvering (ACM) task, and a stern conversion or air intercept task. All ARTT pilots performed the EP task with 28 percent greater accuracy and were better at dealing with a simultaneous MIG threat, reflected by a six-fold increase in the number of MIG kills compared to a real-time control group. In the stern conversion task, there were no statistical differences between groups. In the ACM task, those pilots trained in the mixed time accelerations were faster to acquire lock and were faster to kill both MIG threats than the other groups. These findings are generally consistent with previous findings that show positive effects of task variations (including time variations) during training. Also discussed are related research findings that support the benefits of ARTT and ARTT's impact on emergency procedure training. Further, a synthesis of multidiscipline research outlining the underlying theoretical basis for ARTT is presented. A proposed model of ARTT based on an analogy to Einstein's theory of special relativity is suggested. Conclusions and an outline of future research directions are presented. Successful current commercialization efforts are related as well as future efforts.

Guckenberger, Dutch↗

STS-98 Crew Training

Footage shows the crew of STS-98 during various phases of their training, including an undocking simulation in the Fixed Bases Shuttle Mission Simulator (SMS), bailout training, and extravehicular activity (EVA) training at the NBL.

Source record↗

TPSAS-NF1676L-12552-DND

Outline - NASA perspective on upset/stall training - Risk reduction opportunity - Simulation technology - Integrated training benefits - Future needs - Recommendations - Relevant publications

John V Foster↗

VIPER Lunar Rover Agile Mission Systems

Agile development methods, which have gone from outlier to mainstream in software development, are poised to expand into all aspects of space mission development. Modern software development operates on a principle of continuous deployment, where progress is verified not with conventional metrics, but with a continuous build, available to key stakeholders, enabling direct examination of the state of the code base, and assessment of progress through demonstration of capability. Delivery times are measured in weeks, not months. Stakeholders are part of the process on an ongoing basis. The cost of change is comparatively low and requirements, which often are not precisely defined at the start of a project, may be iteratively refined in a series of agile development cycles. Agile methods are compatible with traditional system engineering methods and may be tailored to the space operations environment. The low cost of change and iterative development cycles of agile enable requirements to be defined as outcomes and constraints, with design details to be refined during the development cycle. We are now at a point where agile methods may be extended beyond software, to Mission Systems, including the Mission Operations System and the Ground Data System. For NASA’s VIPER Lunar Rover Mission, scheduled to land at a lunar pole in late 2023, we are developing the Mission System using agile methods. As in agile software, where the measure of progress is working code, in agile mission system development, the measure of capability is what we can demonstrate. Demonstrations over presentations. We demonstrate mission system capability using simulations. The concept of operations, from commanding, to driving the rover, to how we downlink images for evaluation for a near-real time command cycle, will be tested and proven in simulation, years before we begin the traditional simulation cycle for training. “Say it then simulate it.” We develop and refine our designs using simulations, with an emphasis on new components of the system that are not well known early. For example, the required duration of a mission planning cycle for a lunar surface asset such as VIPER, that operates twenty-four hours a day, seven days a week, with continuous communications and a unique set of constraints based on the physics of the lunar poles and the line of site to Earth, is a unique problem in mission planning that is unlikely to be solved in a series of meetings. A small number of requirements specifying the outcomes may serve as the jumping off point to an agile development cycle, with demonstration in simulations. We have already demonstrated this process with simulations of rover driver decision time. VIPER is driven using near-real time command and control to waypoints. The driver decision time between waypoints is a fundamental enabling unit of productivity to accomplish the mission timeline. We have validated driver decision time in simulations of rover driving at the lunar South Pole, using the prototype mission tools for driving, command and control. The capability to develop and refine designs using simulations as part of agile Mission System development cycle changes the nature of team interactions, creating a focus on doing, rather than analyzing and documenting. Waterfall development cycles were, in part, a product of the significant cost of change in the early days of spaceflight. When the cost of change is high, it is vital to get your requirements right at the outset, because the system will be built to those specifications, and, when change is expensive, you better get it right early. However, modern technology has greatly lowered the cost of change, enabling iterative, rapid development cycles, in which key operations concepts may be tested and refined during development. Extending agile development to the Mission System for VIPER is a significant step in moving agile development methods for space operations beyond software, to the Mission System.

Agile↗

NASA Virtual Glovebox (VBX): Emerging Simulation Technology for Space Station Experiment Design, Development, Training and Troubleshooting

The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.

Smith, Jeffrey D.↗

The Relationship Between Fidelity and Learning in Aviation Training and Assessment

Flight simulators can be designed to train pilots or assess their flight performance. Low-Fidelity simulators maximize the initial learning rate of novice pilots and minimize initial costs; whereas, expensive, high-fidelity simulators predict the realworld in-flight performance of expert pilots (Fink & Shriver, 1978 Hays & Singer 1989; Kinkade & Wheaton. 1972). Although intuitively appealing and intellectually convenient to generalize concepts of learning and assessment, what holds true for the role of fidelity in assessment may not always hold true for learning, and vice versa. To bring clarity to this issue, the author distinguishes the role of fidelity in learning from its role in assessment as a function of skill level by applying the hypothesis of Alessi (1988) and reviewing the Laughery, Ditzian, and Houtman (1982) study on simulator validity. Alessi hypothesized that there is it point beyond which one additional unit of flight-simulator fidelity results in a diminished rate of learning. The author of this current paper also suggests the existence of an optimal point beyond which one additional unit of flight-simulator fidelity results in a diminished rate of practical assessment of nonexpert pilot performance.

Noble, Cliff↗

Rapid prototyping and AI programming environments applied to payload modeling

This effort focused on using artificial intelligence (AI) programming environments and rapid prototyping to aid in both space flight manned and unmanned payload simulation and training. Significant problems addressed are the large amount of development time required to design and implement just one of these payload simulations and the relative inflexibility of the resulting model to accepting future modification. Results of this effort have suggested that both rapid prototyping and AI programming environments can significantly reduce development time and cost when applied to the domain of payload modeling for crew training. The techniques employed are applicable to a variety of domains where models or simulations are required.

Carnahan, Richard S., Jr.↗

Training Knowledge Bots for Physics-Based Simulations Using Artificial Neural Networks

Millions of complex physics-based simulations are required for design of an aerospace vehicle. These simulations are usually performed by highly trained and skilled analysts, who execute, monitor, and steer each simulation. Analysts rely heavily on their broad experience that may have taken 20-30 years to accumulate. In addition, the simulation software is complex in nature, requiring significant computational resources. Simulations of system of systems become even more complex and are beyond human capacity to effectively learn their behavior. IBM has developed machines that can learn and compete successfully with a chess grandmaster and most successful jeopardy contestants. These machines are capable of learning some complex problems much faster than humans can learn. In this paper, we propose using artificial neural network to train knowledge bots to identify the idiosyncrasies of simulation software and recognize patterns that can lead to successful simulations. We examine the use of knowledge bots for applications of computational fluid dynamics (CFD), trajectory analysis, commercial finite-element analysis software, and slosh propellant dynamics. We will show that machine learning algorithms can be used to learn the idiosyncrasies of computational simulations and identify regions of instability without including any additional information about their mathematical form or applied discretization approaches.

Samareh, Jamshid A.↗

The Trick Simulation Toolkit: A NASA/Open source Framework for Running Time Based Physics Models

This paper describes the design and use at of the Trick Simulation Toolkit, a simulation development environment for creating high fidelity training and engineering simulations at the NASA Johnson Space Center and many other NASA facilities. It describes Trick's design goals and how the development environment attempts to achieve those goals. It describes how Trick is used in some of the many training and engineering simulations at NASA. Finally it describes the Trick NASA/Open source project on Github.

Penn, John M.↗

The development of expertise on an intelligent tutoring system

An initial examination was conducted of an Intelligent Tutoring System (ITS) developed for use in industry. The ITS, developed by NASA, simulated a satellite deployment task. More specifically, the PD (Payload Assist Module Deployment)/ICAT (Intelligent Computer Aided Training) System simulated a nominal Payload Assist Module (PAM) deployment. The development of expertise on this task was examined using three Flight Dynamics Officer (FDO) candidates who had no previous experience with this task. The results indicated that performance improved rapidly until Trial 5, followed by more gradual improvements through Trial 12. The performance dimensions measured included performance speed, actions completed, errors, help required, and display fields checked. Suggestions for further refining the software and for deciding when to expose trainees to more difficult task scenarios are discussed. Further, the results provide an initial demonstration of the effectiveness of the PD/ICAT system in training the nominal PAM deployment task and indicate the potential benefits of using ITS's for training other FDO tasks.

Johnson, Debra Steele↗

Shuttle mission simulator requirements report, volume 1, revision C

The contractor tasks required to produce a shuttle mission simulator for training crew members and ground personnel are discussed. The tasks will consist of the design, development, production, installation, checkout, and field support of a simulator with two separate crew stations. The tasks include the following: (1) review of spacecraft changes and incorporation of appropriate changes in simulator hardware and software design, and (2) the generation of documentation of design, configuration management, and training used by maintenance and instructor personnel after acceptance for each of the crew stations.

Burke, J. F.↗

Inductive monitoring system constructed from nominal system data and its use in real-time system monitoring

The present invention relates to an Inductive Monitoring System (IMS), its software implementations, hardware embodiments and applications. Training data is received, typically nominal system data acquired from sensors in normally operating systems or from detailed system simulations. The training data is formed into vectors that are used to generate a knowledge database having clusters of nominal operating regions therein. IMS monitors a system's performance or health by comparing cluster parameters in the knowledge database with incoming sensor data from a monitored-system formed into vectors. Nominal performance is concluded when a monitored-system vector is determined to lie within a nominal operating region cluster or lies sufficiently close to a such a cluster as determined by a threshold value and a distance metric. Some embodiments of IMS include cluster indexing and retrieval methods that increase the execution speed of IMS.

Iverson, David L.↗

A method for three-dimensional modeling of wind-shear environments for flight simulator applications

A computational method for modeling severe wind shears of the type that have been documented during severe convective atmospheric conditions is offered for use in research and training flight simulation. The procedure was developed with the objectives of operational flexibility and minimum computer load. From one to five, simple down burst wind models can be configured and located to produce the wind field desired for specific simulated flight scenarios. A definition of related turbulence parameters is offered as an additional product of the computations. The use of the method to model several documented examples of severe wind shear is demonstrated.

Bray, R. S.↗

Systems Engineering Model and Training Application for Desktop Environment

Provide a graphical user interface based simulator for desktop training, operations and procedure development and system reference. This simulator allows for engineers to train and further understand the dynamics of their system from their local desktops. It allows the users to train and evaluate their system at a pace and skill level based on the user's competency and from a perspective based on the user's need. The simulator will not require any special resources to execute and should generally be available for use. The interface is based on a concept of presenting the model of the system in ways that best suits the user's application or training needs. The three levels of views are Component View, the System View (overall system), and the Console View (monitor). These views are portals into a single model, so changing the model from one view or from a model manager Graphical User Interface will be reflected on all other views.

May, Jeffrey T.↗

Flight crew training technology: A review

The process of flight crew training is emphasized herein. Flight simulators and other training equipment are discussed, but the point is made that such equipment does not constitute the training process in its entirety. The development of flight training technology is traced from the period prior to World War I to the present. Computer generated imagery in flight simulation is addressed.

Caro, P. W.↗

An Experimental Study of the Effect of Out-of-the-Window Cues on Training Novice Pilots on a Flight Simulator

The effects of out-of-the-window cues on learning a straight-in landing approach and a level 360deg turn by novice pilots on a flight simulator have been investigated. The treatments consisted of training with and without visual cues as well as density of visual cues. The performance of the participants was then evaluated through similar but more challenging tasks. It was observed that the participants in the landing study who trained with visual cues performed poorly than those who trained without the cues. However the performance of those who trained with a faded-cues sequence performed slightly better than those who trained without visual cues. In the level turn study it was observed that those who trained with the visual cues performed better than those who trained without visual cues. The study also showed that those participants who trained with a lower density of cues performed better than those who trained with a higher density of visual cues.

Khan, M. Javed↗