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At least 253 records · Page 14

ZAG-Otolith: Modification of Otolith-Ocular Reflexes, Motion Perception and Manual Control during Variable Radius Centrifugation Following Space Flight

Two joint ESA-NASA studies are examining changes in otolith-ocular reflexes and motion perception following short duration space flights, and the operational implications of post-flight tilt-translation ambiguity for manual control performance. Vibrotactile feedback of tilt orientation is also being evaluated as a countermeasure to improve performance during a closed-loop nulling task. METHODS. Data is currently being collected on astronaut subjects during 3 preflight sessions and during the first 8 days after Shuttle landings. Variable radius centrifugation is utilized to elicit otolith reflexes in the lateral plane without concordant roll canal cues. Unilateral centrifugation (400 deg/s, 3.5 cm radius) stimulates one otolith positioned off-axis while the opposite side is centered over the axis of rotation. During this paradigm, roll-tilt perception is measured using a subjective visual vertical task and ocular counter-rolling is obtained using binocular video-oculography. During a second paradigm (216 deg/s, <20 cm radius), the effects of stimulus frequency (0.15 - 0.6 Hz) are examined on eye movements and motion perception. A closed-loop nulling task is also performed with and without vibrotactile display feedback of chair radial position. PRELIMINARY RESULTS. Data collection is currently ongoing. Results to date suggest there is a trend for perceived tilt and translation amplitudes to be increased at the low and medium frequencies on landing day compared to pre-flight. Manual control performance is improved with vibrotactile feedback. DISCUSSION. One result of this study will be to characterize the variability (gain, asymmetry) in both otolithocular responses and motion perception during variable radius centrifugation, and measure the time course of postflight recovery. This study will also address how adaptive changes in otolith-mediated reflexes correspond to one's ability to perform closed-loop nulling tasks following G-transitions, and whether manual control performance can be improved with vibrotactile feedback of orientation.

Wood, S. J.↗

Modification of Otolith-Ocular Reflexes, Motion Perception and Manual Control During Variable Radius Centrifugation Following Space Flight

Two joint ESA-NASA studies are examining changes in otolith-ocular reflexes and motion perception following short duration space flights, and the operational implications of post-flight tilt-translation ambiguity for manual control performance. Vibrotactile feedback of tilt orientation is also being evaluated as a countermeasure to improve performance during a closed-loop nulling task. Data is currently being collected on astronaut subjects during 3 preflight sessions and during the first 8 days after Shuttle landings. Variable radius centrifugation is utilized to elicit otolith reflexes in the lateral plane without concordant roll canal cues. Unilateral centrifugation (400 deg/s, 3.5 cm radius) stimulates one otolith positioned off-axis while the opposite side is centered over the axis of rotation. During this paradigm, roll-tilt perception is measured using a subjective visual vertical task and ocular counter-rolling is obtained using binocular video-oculography. During a second paradigm (216 deg/s, less than 20 cm radius), the effects of stimulus frequency (0.15 - 0.6 Hz) are examined on eye movements and motion perception. A closed-loop nulling task is also performed with and without vibrotactile display feedback of chair radial position. Data collection is currently ongoing. Results to date suggest there is a trend for perceived tilt and translation amplitudes to be increased at the low and medium frequencies on landing day compared to pre-flight. Manual control performance is improved with vibrotactile feedback. One result of this study will be to characterize the variability (gain, asymmetry) in both otolith-ocular responses and motion perception during variable radius centrifugation, and measure the time course of post-flight recovery. This study will also address how adaptive changes in otolith-mediated reflexes correspond to one's ability to perform closed-loop nulling tasks following G-transitions, and whether manual control performance can be improved with vibrotactile feedback of orientation.

Wood, Scott J.↗

Research on integration of visual and motion cues for flight simulation and ride quality investigation

Vestibular perception and integration of several sensory inputs in simulation were studied. The relationship between tilt sensation induced by moving fields and those produced by actual body tilt is discussed. Linearvection studies were included and the application of the vestibular model for perception of orientation based on motion cues is presented. Other areas of examination includes visual cues in approach to landing, and a comparison of linear and nonlinear wash out filters using a model of the human vestibular system is given.

Young, L. R.↗

Effects of Body Orientation and Retinal Image Pitch on the Perception of Gravity-Referenced Eye Level (GREL)

It has been asserted that the pitch orientation of a visual array and of an observer's body jointly determine the perception of GREL. The current study formally tests this assertion over an extended range with multiple combinations of visual and body pitch orientations. Ten subjects were individually secured in a Circolectric bed surrounded by a room (pitchroom) with walls that could be pitched at various angles with respect to gravity. The bed and the walls of the room were independently adjusted to each of five positions relative to gravitational vertical: -15, -7.5, 0, +7.5, and +15 degrees, yielding 25 combinations of body x room pitch angles, and retinal image pitch (RIP) conditions ranging from -30 to +30 degrees. Each subject set a target to apparent GREL while viewing it against a background of two electroluminescent strips on the outer edges of the far wall of the room. As determined by ANOVA, the orientation of the room, and its interaction with that of the observer, significantly altered GREL (p less than 0.01). Regression analysis showed that GREL was best described as a linear summation of the weighted independent contributions from a body-referenced mechanism (B) and a visual mechanism given by the orientation of the background array on the retina (RIP). The equation for this relationship is: GREL = .74 (B) +.64 (RIP) - 1.42; r-squared = .994.

Cohen, Malcolm M.↗

Effects of simulator motion and visual characteristics on rotorcraft handling qualities evaluations

The pilot's perceptions of aircraft handling qualities are influenced by a combination of the aircraft dynamics, the task, and the environment under which the evaluation is performed. When the evaluation is performed in a groundbased simulator, the characteristics of the simulation facility also come into play. Two studies were conducted on NASA Ames Research Center's Vertical Motion Simulator to determine the effects of simulator characteristics on perceived handling qualities. Most evaluations were conducted with a baseline set of rotorcraft dynamics, using a simple transfer-function model of an uncoupled helicopter, under different conditions of visual time delays and motion command washout filters. Differences in pilot opinion were found as the visual and motion parameters were changed, reflecting a change in the pilots' perceptions of handling qualities, rather than changes in the aircraft model itself. The results indicate a need for tailoring the motion washout dynamics to suit the task. Visual-delay data are inconclusive but suggest that it may be better to allow some time delay in the visual path to minimize the mismatch between visual and motion, rather than eliminate the visual delay entirely through lead compensation.

Mitchell, David G.↗

Perceived visual speed constrained by image segmentation

Little is known about how or where the visual system parses the visual scene into objects or surfaces. However, it is generally assumed that the segmentation and grouping of pieces of the image into discrete entities is due to 'later' processing stages, after the 'early' processing of the visual image by local mechanisms selective for attributes such as colour, orientation, depth, and motion. Speed perception is also thought to be mediated by early mechanisms tuned for speed. Here we show that manipulating the way in which an image is parsed changes the way in which local speed information is processed. Manipulations that cause multiple stimuli to appear as parts of a single patch degrade speed discrimination, whereas manipulations that perceptually divide a single large stimulus into parts improve discrimination. These results indicate that processes as early as speed perception may be constrained by the parsing of the visual image into discrete entities.

NASA Discipline Neuroscience↗

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.↗

Vestibular experiments

Spacelab experiments designed to investigate space motion sickness, any associated changes in otolith-mediated responses occurring during weightlessness, and the carryover of any such changes to postflight conditions are described. The experiments aimed at assessing otolithic responses in space are intended to clarify presumed alterations in vestibular function during weightlessness. Vestibular function will be investigated at several levels: vestibulo-ocular reflexes, vestibulo-spinal pathways, cortical functions involving perception of motion and spatial orientation, visual vestibular interaction, and motion sickness susceptibility. A second major objective relates to space motion sickness and man's well-being and productivity in space.

Young, L. R.↗

Comparing viewer and array mental rotations in different planes

Participants imagined rotating either themselves or an array of objects that surrounded them. Their task was to report on the egocentric position of an item in the array following the imagined rotation. The dependent measures were response latency and number of errors committed. Past research has shown that self-rotation is easier than array rotation. However, we found that imagined egocentric rotations were as difficult to imagine as rotations of the environment when people performed imagined rotations in the midsagittal or coronal plane. The advantages of imagined self-rotations are specific to mental rotations performed in the transverse plane.

NASA Center ARC↗

Eye height scaling of absolute size in immersive and nonimmersive displays

Eye-height (EH) scaling of absolute height was investigated in three experiments. In Experiment 1, standing observers viewed cubes in an immersive virtual environment. Observers' center of projection was placed at actual EH and at 0.7 times actual EH. Observers' size judgments revealed that the EH manipulation was 76.8% effective. In Experiment 2, seated observers viewed the same cubes on an interactive desktop display; however, no effect of EH was found in response to the simulated EH manipulation. Experiment 3 tested standing observers in the immersive environment with the field of view reduced to match that of the desktop. Comparable to Experiment 1, the effect of EH was 77%. These results suggest that EH scaling is not generally used when people view an interactive desktop display because the altitude of the center of projection is indeterminate. EH scaling is spontaneously evoked, however, in immersive environments.

NASA Discipline Space Human Factors↗

Perceived self-orientation and self-motion in microgravity, after landing and during preflight adaptation training

The research described in this paper is intended to support development and evaluation of preflight adaptation training (PAT) apparatus and procedures. Successful training depends on appropriate manipulation of visual and inertial stimuli that control perception of self-motion and self-orientation. For one part of this process, astronauts are trained to report their self-motion and self-orientation experiences. Before their space mission, they are exposed to the altered sensory environments produced by the PAT trainers. During and after the mission, they report their motion and orientation experiences. Subsequently, they are again exposed to the PAT trainers and are asked to describe relationships between their experiences in microgravity and following entry and their experiences in the trainers.

Space Flight↗

Human Perception of Ambiguous Inertial Motion Cues

Human daily activities on Earth involve motions that elicit both tilt and translation components of the head (i.e. gazing and locomotion). With otolith cues alone, tilt and translation can be ambiguous since both motions can potentially displace the otolithic membrane by the same magnitude and direction. Transitions between gravity environments (i.e. Earth, microgravity and lunar) have demonstrated to alter the functions of the vestibular system and exacerbate the ambiguity between tilt and translational motion cues. Symptoms of motion sickness and spatial disorientation can impair human performances during critical mission phases. Specifically, Space Shuttle landing records show that particular cases of tilt-translation illusions have impaired the performance of seasoned commanders. This sensorimotor condition is one of many operational risks that may have dire implications on future human space exploration missions. The neural strategy with which the human central nervous system distinguishes ambiguous inertial motion cues remains the subject of intense research. A prevailing theory in the neuroscience field proposes that the human brain is able to formulate a neural internal model of ambiguous motion cues such that tilt and translation components can be perceptually decomposed in order to elicit the appropriate bodily response. The present work uses this theory, known as the GIF resolution hypothesis, as the framework for experimental hypothesis. Specifically, two novel motion paradigms are employed to validate the neural capacity of ambiguous inertial motion decomposition in ground-based human subjects. The experimental setup involves the Tilt-Translation Sled at Neuroscience Laboratory of NASA JSC. This two degree-of-freedom motion system is able to tilt subjects in the pitch plane and translate the subject along the fore-aft axis. Perception data will be gathered through subject verbal reports. Preliminary analysis of perceptual data does not indicate that the GIF resolution hypothesis is completely valid for non-rotational periodic motions. Additionally, human perception of translation is impaired without visual or spatial reference. The performance of ground-base subjects in estimating tilt after brief training is comparable with that of crewmembers without training.

Zhang, Guan-Lu↗

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↗

The Cosmic Radiation Symphony: Soundtrack for a Journey to Mars

Space radiation (SR) is a constant threat to astronauts who journey away from the Earth’s protective magnetosphere. Galactic cosmic rays (GCR) are atomic nuclei from remnants of supernovae and are omnipresent in outer space. These ionized particles travel close to the speed of light and when they traverse biological material,they leave behind a path of damage. Another space radiation threat is from our sun when solar particle events (SPEs), or bursts of energetic protons,occur. Exposure to space radiation can lead to cancer, cardiovascular disease,immune dysfunction, and cognitive and behavioral decrements. Yet humans cannot see, smell, taste, hear,or feel radiation, making it less tangible than other health threats and much more difficult to describe.This is an important gap in risk communication that the Space Radiation Element is working to close within NASA’s Human Research Program. Music and art are powerful means of communicating human emotions and feelings and are effective and creative ways to convey other types of information. In this work, the sonification process was used to transcribe or translate the physical nature of the SR environment on a 3-year mission to Mars into sound, a format perceptible to the human ear. A visual representation for the journey was also developed so the audience can both hear and envision the chronic presence of GCR and the acute and large bursts of energy present in SPEs. Data for this project were derived from the Radiation Assessment Detector on the NASA Curiosity Rover during its outbound cruise to Mars and on the Martian surface, as well as from models of the space radiation environment behind spacecraft shielding. Our data-driven audiovisual composition was realized using custom programmed digital signal processing and graphic design in the programming languages Pure Data and Processing. The data sonification was contextualized in time and space by calculating and visualizing the location of the spacecraft in relation to the other planets during the Mars mission. The finished work is a unique and powerful means of communicating the presence and risk of space radiation, accessible by people of all ages and scientific backgrounds

Richard Snow↗