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

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At least 253 records · Page 14

Machine Learning for Additive Manufacturing of Functionally Graded Materials

Additive Manufacturing (AM) is a transformative manufacturing technology enabling direct fabrication of complex parts layer-by-layer from 3D modeling data. Among AM applications, the fabrication of Functionally Graded Materials (FGMs) has significant importance due to the potential to enhance component performance across several industries. FGMs are manufactured with a gradient composition transition between dissimilar materials, enabling the design of new materials with location-dependent mechanical and physical properties. This study presents a comprehensive review of published literature pertaining to the implementation of Machine Learning (ML) techniques in AM, with an emphasis on ML-based methods for optimizing FGMs fabrication processes. Through an extensive survey of the literature, this review article explores the role of ML in addressing the inherent challenges in FGMs fabrication and encompasses parameter optimization, defect detection, and real-time monitoring. The article also provides a discussion of future research directions and challenges in employing ML-based methods in the AM fabrication of FGMs.

36 - MATERIALS SCIENCE↗

Structure and particle properties of Saturn's E Ring

The present systematic reanalysis of a substantial portion of extant photometric data on the Saturn E Ring has calibrated every observation on the basis of a common 3D model. A simple power-law model is found to describe the ring's normal optical depth profile with orbital radius; this trend is departed from, however, near the density peak, where there emerges a 30-percent localized decrease in thickness. No power-law size distribution is found to be compatible with available photometry. The peculiar size distribution points to a ring origin in a process that was not collisional or disruptive.

Showalter, Mark R.↗

Numerical simulations of solar disturbances and their interplanetary consequences

Time-dependent MHD numerical simulations are used to study responses of the solar atmosphere and interplanetary medium to simulated solar disturbances. A number of 2D and 3D examples of coronal mass ejection (CME) simulations and some current controversies concerning the basic processes of CME initiation are discussed. Footpoint shearing motion is tested to determine whether it can provide a reasonable mechanism for CME development from arch filament configurations. Possible interplanetary consequences to CME-like disturbances are demonstrated by using 3D simulations to determine the dynamic response of the solar wind to a plasmoid injection from an eruptive filament or prominence. The possibility that a plasmoid may be generated in the interplanetary medium by a solar-generated shock that propagates through a heliospheric current sheet is discussed. Application of the 3D model for the interpretation of interplanetary scintillation observations is addressed.

Dryer, M.↗

Magnetic resonance imaging as a tool for extravehicular activity analysis

The purpose of this research is to examine the value of magnetic resonance imaging (MRI) as a means of conducting kinematic studies of the hand for the purpose of EVA capability enhancement. After imaging the subject hand using a magnetic resonance scanner, the resulting 2D slices were reconstructed into a 3D model of the proximal phalanx of the left hand. Using the coordinates of several landmark positions, one is then able to decompose the motion of the rigid body. MRI offers highly accurate measurements due to its tomographic nature without the problems associated with other imaging modalities for in vivo studies.

Dickenson, R.↗

Operation of the helicopter antenna radiation prediction code

HARP is a front end as well as a back end for the AMC and NEWAIR computer codes. These codes use the Method of Moments (MM) and the Uniform Geometrical Theory of Diffraction (UTD), respectively, to calculate the electromagnetic radiation patterns for antennas on aircraft. The major difficulty in using these codes is in the creation of proper input files for particular aircraft and in verifying that these files are, in fact, what is intended. HARP creates these input files in a consistent manner and allows the user to verify them for correctness using sophisticated 2 and 3D graphics. After antenna field patterns are calculated using either MM or UTD, HARP can display the results on the user's screen or provide hardcopy output. Because the process of collecting data, building the 3D models, and obtaining the calculated field patterns was completely automated by HARP, the researcher's productivity can be many times what it could be if these operations had to be done by hand. A complete, step by step, guide is provided so that the researcher can quickly learn to make use of all the capabilities of HARP.

Braeden, E. W.↗

Ionization and expansion of barium clouds in the ionosphere

A recently envelope 3D model is used here to study the motion of the barium clouds released in the ionosphere, including the ionization stage. The ionization and the expansion of the barium clouds and the interaction between the clouds and the background ions are investigated using three simulations: a cloud without a directional velocity, a cloud with an initial velocity of 5 km/s across the B field, and a cloud with initial velocity components of 2 km/s both along and across the B field.

Ma, T.-Z.↗

Plume structures in the hard-turbulent regime of three-dimensional infinite Prandtl number convection

Numerical simulations of three-dimensional infinite Prandtl number thermal convection with Rayleigh number (Ra) up to 10 exp 8 are reported. Convection with Ra higher than 10 exp 7 is characterized by the appearance of disconnected thermal plumes. The smaller plumes are detached by the currents produced by the larger plumes. The low wavenumber portion of a thermal power spectrum near the boundary layer becomes flat at high Ra, while the spectrum measured in the interior shows a positive slope for low wavenumbers. Differences are found in the thermal spectra between 2D and 3D models.

Malevsky, A. V.↗

Finite element analysis of the Space Shuttle Main Engine (SSME) alternate turbopump development (ATD) high pressure oxydizer turbopump (HPOTP)

A 3D model of all stationary components of the ATD HPOTP is analyzed using a superelement solution technique to obtain a better understanding of the pump behavior and to support pump testing. Emphasis is place on the methods used for determining deflections. As part of the model verification, analyses were conducted on the main housing model under proof-pressure and push-test loading conditions. The analysis at 109 percent rate power level resulted in asymmetric deformation patterns which were used to calculate operating and rub clearances. The present analysis is considered to provide the most realistic representation of the ATD HPOTP to date.

Ham-Battista, G. L.↗

Viewing analyses for the assembly of Space Station Freedom (SSF)

Analyses are currently being conducted in the Man-Systems Division of the NASA Johnson Space Center, on the restructured Space Station Freedom configuration to determine viewing requirements for both robotic tasks and for extravehicular crew activities. The use of the PLAID software, a 3D modeling simulation tool, provides a simulation of the environment and the system hardware to identify potential problem areas needing further refinement in design development. This process enables human factor considerations and issues to be explored during the design process to identify and correct problems before hardware is actually constructed. Preliminary results have identified several potential viewing problem areas with the available lighting for both robotic and EVA tasks. To rectify the potential viewing problems identified through simulation, additional cameras and lighting enhancements are being proposed at various sites along the truss and on the Shuttle to provide more complete coverage of work task sites. Supplementing the existing cameras with color coded alignment aids will also help reduce the workload involved with robotic tasks.

Stealey, Sheryl↗

SAVA 3: A testbed for integration and control of visual processes

The development of an experimental test-bed to investigate the integration and control of perception in a continuously operating vision system is described. The test-bed integrates a 12 axis robotic stereo camera head mounted on a mobile robot, dedicated computer boards for real-time image acquisition and processing, and a distributed system for image description. The architecture was designed to: (1) be continuously operating, (2) integrate software contributions from geographically dispersed laboratories, (3) integrate description of the environment with 2D measurements, 3D models, and recognition of objects, (4) capable of supporting diverse experiments in gaze control, visual servoing, navigation, and object surveillance, and (5) dynamically reconfiguarable.

Crowley, James L.↗

Virtual egocenters as a function of display geometric field of view and eye station point

The accurate location of one's virtual egocenter in a geometric space is of critical importance for immersion technologies. This experiment was conducted to investigate the role of field of view (FOV) and observer station points in the perception of the location of one's egocenter (the personal viewpoint) in virtual space. Rivalrous cues to the accurate location of one's egocenter may be one factor involved in simulator sickness. Fourteen subjects viewed an animated 3D model, of the room in which they sat, binocularly, from Eye Station Points (ESP) of either 300 or 800 millimeters. The display was on a 190 by 245 mm monitor, at a resolution of 320 by 200 pixels with 256 colors. They saw four models of the room designed with four geometric field of view (FOVg) conditions of 18, 48, 86, and 140 degrees. They drew the apparent paths of the camera in the room on a bitmap of the room as seen from infinity above. Large differences in the paths of the camera were seen as a function of both FOVg and ESP. Ten of the subjects were then asked to find the position for each display that minimized camera motion. The results fit well with predictions from an equation that took the ratio of human FOV (roughly 180 degrees) to FOVg times the Geometric Eye Point (GEP) of the imager: Zero Station Point = (180/FOVg)*GEP

Psotka, Joseph↗

A computer-based training system combining virtual reality and multimedia

Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.

Stansfield, Sharon A.↗

How far away is plug 'n' play? Assessing the near-term potential of sonification and auditory display

The commercial music industry offers a broad range of plug 'n' play hardware and software scaled to music professionals and scaled to a broad consumer market. The principles of sound synthesis utilized in these products are relevant to application in virtual environments (VE). However, the closed architectures used in commercial music synthesizers are prohibitive to low-level control during real-time rendering, and the algorithms and sounds themselves are not standardized from product to product. To bring sound into VE requires a new generation of open architectures designed for human-controlled performance from interfaces embedded in immersive environments. This presentation addresses the state of the sonic arts in scientific computing and VE, analyzes research challenges facing sound computation, and offers suggestions regarding tools we might expect to become available during the next few years. A list of classes of audio functionality in VE includes sonification -- the use of sound to represent data from numerical models; 3D auditory display (spatialization and localization, also called externalization); navigation cues for positional orientation and for finding items or regions inside large spaces; voice recognition for controlling the computer; external communications between users in different spaces; and feedback to the user concerning his own actions or the state of the application interface. To effectively convey this considerable variety of signals, we apply principles of acoustic design to ensure the messages are neither confusing nor competing. We approach the design of auditory experience through a comprehensive structure for messages, and message interplay we refer to as an Automated Sound Environment. Our research addresses real-time sound synthesis, real-time signal processing and localization, interactive control of high-dimensional systems, and synchronization of sound and graphics.

Bargar, Robin↗

Realtime Three-Dimensional Simulation

Real-time three-dimensional simulations are dependent of three areas: databases and models (3D geometric polygon structure, multiple levels of detail, sound sample waveforms, optimized for interactive, real time use); software applications (software program that controls input devices, visual channels, scene objects, interaction, collision detection, special effects, time of day, weather, I/O, and communication); and hardware (computer, sound processor, monitors control sticks, position trackers, head-mounted displays, amplifiers, speakers, and communications.

Ramsdell, Craig↗

ROSAT observations of the Orion-Eridanus superbubble

The Orion-Eridanus bubble is a superbubble created by the Orion OB1 stellar association. The X-ray emission from the interior of this bubble forms a prominent feature of the soft X-ray diffuse background extending across approximately 20 x 35 deg. The Rosat all sky survey maps of this object show various soft X-ray shadows cast by neutral foreground clouds against the bright emission of the superbubble interior. The velocities of some of these absorbing clouds were identified and distance limits were established, providing a 3D model of the bubble. The data are consistent with a model for the bubble in which the structure is formed by stellar winds and a recent supernova. Absorption features associated with the shell of the local bubble were identified which enable constraints to be placed on the distance and direction and to obtain measurement of the thermal pressure of the hot gas in this direction.

Burrows, David N.↗

Determination of 3D coronal structures from UVCS/SOHO synoptic observations

Daily coronal synoptic observations with the ultraviolet coronagraph spectrometer (UVCS) on SOHO are used to create Carrington maps of line of sight intensities and spectral line widths for H I Lyman alpha and the O 6 1032/1037 doublet. These 2D maps can then be used as inputs to a tomographic inversion routine to produce 3D models of the corona out to the 2.5 solar radius in the polar regions (3.0 solar radius in equatorial regions). The initial results for the determination of O(5+) outflow velocities as a function of heliographic latitude is presented.

Strachan, L.↗

Immersive Environment Technologies for Mars Exploration

JPL's charter includes the unmanned exploration of the Solar System. One of the tools for exploring other planets is the rover as exemplified by Sojourner on the Mars Pathfinder mission. The light speed turnaround time between Earth and the outer planets precludes the use of teleoperated rovers so autonomous operations are built in to the current and upcoming generation devices. As the level of autonomy increases, the mode of operations shifts from low-level specification of activities to a higher-level specification of goals. To support this higher-level activity, it is necessary to provide the operator with an effective understanding of the in-situ environment and also the tools needed to specify the higher-level goals. Immersive environments provide the needed sense of presence to achieve this goal. Use of immersive environments at JPL has two main thrusts that will be discussed in this talk. One is the generation of 3D models of the in-situ environment, in particular the merging of models from different sensors, different modes (orbital, descent, and lander), and even different missions. The other is the use of various tools to visualize the environment within which the rover will be operating to maximize the understanding by the operator. A suite of tools is under development which provide an integrated view into the environment while providing a variety of modes of visualization. This allows the operator to smoothly switch from one mode to another depending on the information and presentation desired.

Wright, John R.↗

VR for Mars Pathfinder

Virtual reality (VR) technology has played an integral role for Mars Pathfinder mission, operations Using an automated machine vision algorithm, the 3d topography of the Martian surface was rapidly recovered fro -a the stereo images captured. by the Tender camera to produce photo-realistic 3d models, An advanced, interface was developed for visualization and interaction with. the virtual environment of the Pathfinder landing site for mission scientists at the Space Flight Operations Facility of the Jet Propulsion Laboratory. The VR aspect of the display allowed mission scientists to navigate on Mars in Bud while remaining here on Earth, thus improving their spatial awareness of the rock field that surrounds the lenders Measurements of positions, distances and angles could be easily extracted from the topographic models, providing valuable information for science analysis and mission. planning. Moreover, the VR map of Mars has also been used to assist with the archiving and planning of activities for the Sojourner rover.

Blackmon, Theodore↗