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At least 235 records · Page 13

Advanced Visualization of Experimental Data in Real Time Using LiveView3D

LiveView3D is a software application that imports and displays a variety of wind tunnel derived data in an interactive virtual environment in real time. LiveView3D combines the use of streaming video fed into a three-dimensional virtual representation of the test configuration with networked communications to the test facility Data Acquisition System (DAS). This unified approach to real time data visualization provides a unique opportunity to comprehend very large sets of diverse forms of data in a real time situation, as well as in post-test analysis. This paper describes how LiveView3D has been implemented to visualize diverse forms of aerodynamic data gathered during wind tunnel experiments, most notably at the NASA Langley Research Center Unitary Plan Wind Tunnel (UPWT). Planned future developments of the LiveView3D system are also addressed.

Schwartz, Richard J.↗

Interacting with virtual worlds

What tools should we provide the user for defining and interacting with objects and agents in virtual environments at varying levels of complexity? Understanding the appropriate simplifications to make is critical for modeling nontrivial environments and agents with varying levels of autonomy. I describe a set of abstraction mechanisms appropriate for constructing and interacting with virtual worlds, and I discuss how programming, and direct manipulation of guiding techniques, can be used to afford users interactive access to graphical simulations at appropriate levels of abstraction.

Zeltzer, David↗

LiveView3D: Real Time Data Visualization for the Aerospace Testing Environment

This paper addresses LiveView3D, a software package and associated data visualization system for use in the aerospace testing environment. The LiveView3D system allows researchers to graphically view data from numerous wind tunnel instruments in real time in an interactive virtual environment. The graphical nature of the LiveView3D display provides researchers with an intuitive view of the measurement data, making it easier to interpret the aerodynamic phenomenon under investigation. LiveView3D has been developed at the NASA Langley Research Center and has been applied in the Langley Unitary Plan Wind Tunnel (UPWT). This paper discusses the capabilities of the LiveView3D system, provides example results from its application in the UPWT, and outlines features planned for future implementation.

Schwartz, Richard J.↗

Collaborative Mission Design at NASA Langley Research Center

NASA Langley Research Center (LaRC) has developed and tested two facilities dedicated to increasing efficiency in key mission design processes, including payload design, mission planning, and implementation plan development, among others. The Integrated Design Center (IDC) is a state-of-the-art concurrent design facility which allows scientists and spaceflight engineers to produce project designs and mission plans in a real-time collaborative environment, using industry-standard physics-based development tools and the latest communication technology. The Mission Simulation Lab (MiSL), a virtual reality (VR) facility focused on payload and project design, permits engineers to quickly translate their design and modeling output into enhanced three-dimensional models and then examine them in a realistic full-scale virtual environment. The authors were responsible for envisioning both facilities and turning those visions into fully operational mission design resources at LaRC with multiple advanced capabilities and applications. In addition, the authors have created a synergistic interface between these two facilities. This combined functionality is the Interactive Design and Simulation Center (IDSC), a meta-facility which offers project teams a powerful array of highly advanced tools, permitting them to rapidly produce project designs while maintaining the integrity of the input from every discipline expert on the project. The concept-to-flight mission support provided by IDSC has shown improved inter- and intra-team communication and a reduction in the resources required for proposal development, requirements definition, and design effort.

Gough, Kerry M.↗

Use of Virtual Reality for Space Flight

Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity. Our research examining the effects of repeated exposures to a full field of view dome VR system showed that motion sickness and initial decrements in eye movement and postural control were greatly diminished following three exposures. These results suggest that repeated transitions between VR and the normal environment preflight might be a useful countermeasure for neurosensory and sensorimotor effects of space flight. The range of VR applications is enormous, extending from ground-based VR training for extravehicular activities at NASA, to medical and educational uses. It seems reasonable to suggest that other space related uses of VR should be investigated. For example, 1) use of head-mounted VR on orbit to rehearse/practice upcoming operational activities, and 2) ground-based VR training for emergency egress procedures. We propose that by combining VR designed for operational activities preflight, along with an appropriate schedule to facilitate sensorimotor adaptation and improve spatial orientation would potentially accomplish two important goals for astronauts and cosmonauts, preflight sensorimotor adaption and enhanced operational training at the same time. Such efforts could support both improved health and performance on orbit and improved operational training in the most efficient manner.

Harm, Deborah↗

Applied virtual reality at the Research Triangle Institute

Virtual Reality (VR) is a way for humans to use computers in visualizing, manipulating and interacting with large geometric data bases. This paper describes a VR infrastructure and its application to marketing, modeling, architectural walk through, and training problems. VR integration techniques used in these applications are based on a uniform approach which promotes portability and reusability of developed modules. For each problem, a 3D object data base is created using data captured by hand or electronically. The object's realism is enhanced through either procedural or photo textures. The virtual environment is created and populated with the data base using software tools which also support interactions with and immersivity in the environment. These capabilities are augmented by other sensory channels such as voice recognition, 3D sound, and tracking. Four applications are presented: a virtual furniture showroom, virtual reality models of the North Carolina Global TransPark, a walk through the Dresden Fraunenkirche, and the maintenance training simulator for the National Guard.

Montoya, R. Jorge↗

The NASA Ames Controlled Environment Research Chamber - Present status

The Controlled Environment Research Chamber (CERC) at the NASA Ames Research Center was created for early-on investigation of promising new technologies for life support of advanced space exploration missions. The CERC facility is being used to address the advanced technology requirements necessary to implement an integrated working and living environment for a planetary habitat. The CERC, along with a human-powered centrifuge, a planetary terrain simulator, advanced displays, and a virtual reality capability, is able to develop and demonstrate applicable technologies for future planetary exploration. There will be several robotic mechanisms performing exploration taskes external to the habitat that will be controlled through the virtual environment to provide representative workloads for the crew. Finally, there will be a discussion of innovative new multidisciplinary test facilities, and how effective they are to the investigation of the wide range of human and machine problems inherent in exploration missions.

Gross, Anthony R.↗

The NASA Ames Controlled Environment Research Chamber: Present status

The Controlled Environment Research Chamber (CERC) at the NASA Ames Research Center was created for early-on investigation of promising new technologies for life support of advanced space exploration missions. The CERC facility is being used to address the advanced technology requirements necessary to implement an integrated working and living environment for a planetary habitat. The CERC, along with a human-powered centrifuge, a planetary terrain simulator, advanced displays, and a virtual reality, is able to develop and demonstrate applicable technologies for future planetary exploration. There will be several robotic mechanisms performing exploration tasks external to the habitat that will be controlled through the virtual environment to provide representative workloads for the crew. Finally, there will be a discussion of innovative new multidisciplinary test facilities, and how effective they are to the investigation of the wide range of human and machine problems inherent in exploration missions.

Gross, Anthony R.↗

Process migration in UNIX environments

To support process migration in UNIX environments, the main problem is how to encapsulate the location dependent features of the system in such a way that a host independent virtual environment is maintained by the migration handlers on the behalf of each migrated process. An object-oriented approach is used to describe the interaction between a process and its environment. More specifically, environmental objects were introduced in UNIX systems to carry out the user-environment interaction. The implementation of the migration handlers is based on both the state consistency criterion and the property consistency criterion.

Lu, Chin↗

Mission Simulation Facility: Simulation Support for Autonomy Development

The Mission Simulation Facility (MSF) supports research in autonomy technology for planetary exploration vehicles. Using HLA (High Level Architecture) across distributed computers, the MSF connects users autonomy algorithms with provided or third-party simulations of robotic vehicles and planetary surface environments, including onboard components and scientific instruments. Simulation fidelity is variable to meet changing needs as autonomy technology advances in Technical Readiness Level (TRL). A virtual robot operating in a virtual environment offers numerous advantages over actual hardware, including availability, simplicity, and risk mitigation. The MSF is in use by researchers at NASA Ames Research Center (ARC) and has demonstrated basic functionality. Continuing work will support the needs of a broader user base.

Pisanich, Greg↗

Spatial Audio on the Web: Or Why Can't I hear Anything Over There?

Auditory complexity, freedom of movement and interactivity is not always possible in a "true" virtual environment, much less in web-based audio. However, a lot of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to spatial audio on the web. My talk will discuss some of these engineering constraints and their perceptual consequences, and attempt to relate these issues to implementation on the web.

Wenzel, Elizabeth M.↗

Evaluation of the Next-Gen Exercise Software Interface in the NEEMO Analog

NSBRI (National Space Biomedical Research Institute) funded research grant to develop the 'NextGen' exercise software for the NEEMO (NASA Extreme Environment Mission Operations) analog. Develop a software architecture to integrate instructional, motivational and socialization techniques into a common portal to enhance exercise countermeasures in remote environments. Increase user efficiency and satisfaction, and institute commonality across multiple exercise systems. Utilized GUI (Graphical User Interface) design principals focused on intuitive ease of use to minimize training time and realize early user efficiency. Project requirement to test the software in an analog environment. Top Level Project Aims: 1) Improve the usability of crew interface software to exercise CMS (Crew Management System) through common app-like interfaces. 2) Introduce virtual instructional motion training. 3) Use virtual environment to provide remote socialization with family and friends, improve exercise technique, adherence, motivation and ultimately performance outcomes.

Hanson, Andrea↗

Real-Sim Interface: Enabling Multi-resolution Simulation and X-in-the-Loop Development for Connected and Automated Vehicles

We report connected and automated vehicles (CAVs) can bring safety, mobility, and energy benefits to transportation systems. Ideally, CAV applications would be fully evaluated and validated prior to real-world implementation. However, many technical challenges in both software and hardware hinder the process. To comprehensively evaluate all aspects of CAV applications, an integrated evaluation environment is needed with various simulation tools from different domains. In the current literature, there lacks a well-developed interface to enable multi-resolution simulation of vehicle, traffic, virtual environment, and hardware-in-the-loop (HIL) simulation. In this work, a modular and flexible interface is developed to enable multi-resolution vehicle and traffic co-simulation for CAV applications. This interface is built upon Oak Ridge National Laboratory’s (ORNL’s) Real-Sim approach, can support various simulation tools and real-time X-in-the-loop (XIL) simulations, and is based on network communication protocols. The network communication delays are analyzed for simultaneous connection of up to 20 simulators. Then, two example applications are studied to demonstrate the potential usage of the Real-Sim interface: (1) a centralized merging scenario where the dynamics of two ego vehicles are emulated with detailed vehicle and powertrain dynamics models and (2) a signal-controller-in-the-loop (SCIL) evaluation where one intersection of the simulated traffic scenario is controlled by a physical signal controller. This Real-Sim interface is a tool that allows researchers to bring real, tangible hardware and software into simulated environments to comprehensively evaluate and support a wide variety of CAV applications.

33 ADVANCED PROPULSION SYSTEMS↗

An Overview of Virtual Acoustic Simulation of Aircraft Flyover Noise

Methods for testing human subject response to aircraft flyover noise have greatly advanced in recent years as a result of advances in simulation technology. Capabilities have been developed which now allow subjects to be immersed both visually and aurally in a three-dimensional, virtual environment. While suitable for displaying recorded aircraft noise, the true potential is found when synthesizing aircraft flyover noise because it allows the flexibility and freedom to study sounds from aircraft not yet flown. A virtual acoustic simulation method is described which is built upon prediction-based source noise synthesis, engineering-based propagation modeling, and empirically-based receiver modeling. This source-path-receiver paradigm allows complete control over all aspects of flyover auralization. With this capability, it is now possible to assess human response to flyover noise by systematically evaluating source noise reductions within the context of a system level simulation. Examples of auralized flyover noise and movie clips representative of an immersive aircraft flyover environment are made in the presentation.

Rizzi, Stephen A.↗

Mapping the zone of eye-height utility for seated and standing observers

In a series of experiments, we delimited a region within the vertical axis of space in which eye height (EH) information is used maximally to scale object heights, referred to as the "zone of eye height utility" (Wraga, 1999b Journal of Experimental Psychology, Human Perception and Performance 25 518-530). To test the lower limit of the zone, linear perspective (on the floor) was varied via introduction of a false perspective (FP) gradient while all sources of EH information except linear perspective were held constant. For seated (experiment 1a) observers, the FP gradient produced overestimations of height for rectangular objects up to 0.15 EH tall. This value was taken to be just outside the lower limit of the zone. This finding was replicated in a virtual environment, for both seated (experiment 1b) and standing (experiment 2) observers. For the upper limit of the zone, EH information itself was manipulated by lowering observers' center of projection in a virtual scene. Lowering the effective EH of standing (experiment 3) and seated (experiment 4) observers produced corresponding overestimations of height for objects up to about 2.5 EH. This zone of approximately 0.20-2.5 EH suggests that the human visual system weights size information differentially, depending on its efficacy.

NASA Discipline Space Human Factors↗

Research on Intelligent Synthesis Environments

Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

Noor, Ahmed K.↗

Crossing the Virtual World Barrier with OpenAvatar

There are multiple standards and formats for 3D models in virtual environments. The problem is that there is no open source platform for generating models out of discrete parts; this results in the process of having to "reinvent the wheel" when new games, virtual worlds and simulations want to enable their users to create their own avatars or easily customize in-world objects. OpenAvatar is designed to provide a framework to allow artists and programmers to create reusable assets which can be used by end users to generate vast numbers of complete models that are unique and functional. OpenAvatar serves as a framework which facilitates the modularization of 3D models allowing parts to be interchanged within a set of logical constraints.

Joy, Bruce↗

Venus Quadrangle Geological Mapping: Use of Geoscience Data Visualization Systems in Mapping and Training

We are currently investigating new technological developments in computer visualization and analysis in order to assess their importance and utility in planetary geological analysis and mapping [1,2]. Last year we reported on the range of technologies available and on our application of these to various problems in planetary mapping [3]. In this contribution we focus on the application of these techniques and tools to Venus geological mapping at the 1:5M quadrangle scale. In our current Venus mapping projects we have utilized and tested the various platforms to understand their capabilities and assess their usefulness in defining units, establishing stratigraphic relationships, mapping structures, reaching consensus on interpretations and producing map products. We are specifically assessing how computer visualization display qualities (e.g., level of immersion, stereoscopic vs. monoscopic viewing, field of view, large vs. small display size, etc.) influence performance on scientific analysis and geological mapping. We have been exploring four different environments: 1) conventional desktops (DT), 2) semi-immersive Fishtank VR (FT) (i.e., a conventional desktop with head-tracked stereo and 6DOF input), 3) tiled wall displays (TW), and 4) fully immersive virtual reality (IVR) (e.g., "Cave Automatic Virtual Environment," or Cave system). Formal studies demonstrate that fully immersive Cave environments are superior to desktop systems for many tasks [e.g., 4].

Head, James W.↗