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At least 271 records · Page 15

Autogenic-feedback training - A treatment for motion and space sickness

A training method for preventing the occurrence of motion sickness in humans, called autogenic-feedback training (AFT), is described. AFT is based on a combination of biofeedback and autogenic therapy which involves training physiological self-regulation as an alternative to pharmacological management. AFT was used to reliably increase tolerance to motion-sickness-inducing tests in both men and women ranging in age from 18 to 54 years. The effectiveness of AFT is found to be significantly higher than that of protective adaptation training. Data obtained show that there is no apparent effect from AFT on measures of vestibular perception and no side effects.

Cowings, Patricia S.↗

Heading perception in patients with advanced retinitis pigmentosa

PURPOSE: We investigated whether retinis pigmentosa (RP) patients with residual visual field of < 100 degrees could perceive heading from optic flow. METHODS: Four RP patients and four age-matched normally sighted control subjects viewed displays simulating an observer walking over a ground. In experiment 1, subjects viewed either the entire display with free fixation (full-field condition) or through an aperture with a fixation point at the center (aperture condition). In experiment 2, patients viewed displays of different durations. RESULTS: RP patients' performance was comparable to that of the age-matched control subjects: heading judgment was better in the full-field condition than in the aperture condition. Increasing display duration from 0.5 s to 1 s improved patients' heading performance, but giving them more time (3 s) to gather more visual information did not consistently further improve their performance. CONCLUSIONS: RP patients use active scanning eye movements to compensate for their visual field loss in heading perception; they might be able to gather sufficient optic flow information for heading perception in about 1 s.

Visual Perception↗

Motion Planning in a Society of Intelligent Mobile Agents

The majority of the work on this grant involved formal modeling of human-computer integration. We conceptualize computer resources as a multiagent system so that these resources and human collaborators may be modeled uniformly. In previous work we had used modal for this uniform modeling, and we had developed a process-algebraic agent abstraction. In this work, we applied this abstraction (using CSP) in uniformly modeling agents and users, which allowed us to use tools for investigating CSP models. This work revealed the power of, process-algebraic handshakes in modeling face-to-face conversation. We also investigated specifications of human-computer systems in the style of algebraic specification. This involved specifying the common knowledge required for coordination and process-algebraic patterns of communication actions intended to establish the common knowledge. We investigated the conditions for agents endowed with perception to gain common knowledge and implemented a prototype neural-network system that allows agents to detect when such conditions hold. The literature on multiagent systems conceptualizes communication actions as speech acts. We implemented a prototype system that infers the deontic effects (obligations, permissions, prohibitions) of speech acts and detects violations of these effects. A prototype distributed system was developed that allows users to collaborate in moving proxy agents; it was designed to exploit handshakes and common knowledge Finally. in work carried over from a previous NASA ARC grant, about fifteen undergraduates developed and presented projects on multiagent motion planning.

Esterline, Albert C.↗

Gravitational acceleration as a cue for absolute size and distance?

When an object's motion is influenced by gravity, as in the rise and fall of a thrown ball, the vertical component of acceleration is roughly constant at 9.8 m/sec2. In principle, an observer could use this information to estimate the absolute size and distance of the object (Saxberg, 1987a; Watson, Banks, von Hofsten, & Royden, 1992). In five experiments, we examined people's ability to utilize the size and distance information provided by gravitational acceleration. Observers viewed computer simulations of an object rising and falling on a trajectory aligned with the gravitational vector. The simulated objects were balls of different diameters presented across a wide range of simulated distances. Observers were asked to identify the ball that was presented and to estimate its distance. The results showed that observers were much more sensitive to average velocity than to the gravitational acceleration pattern. Likewise, verticality of the motion and visibility of the trajectory's apex had negligible effects on the accuracy of size and distance judgments.

NASA Discipline Space Human Factors↗

HERMIES-3: A step toward autonomous mobility, manipulation, and perception

HERMIES-III is an autonomous robot comprised of a seven degree-of-freedom (DOF) manipulator designed for human scale tasks, a laser range finder, a sonar array, an omni-directional wheel-driven chassis, multiple cameras, and a dual computer system containing a 16-node hypercube expandable to 128 nodes. The current experimental program involves performance of human-scale tasks (e.g., valve manipulation, use of tools), integration of a dexterous manipulator and platform motion in geometrically complex environments, and effective use of multiple cooperating robots (HERMIES-IIB and HERMIES-III). The environment in which the robots operate has been designed to include multiple valves, pipes, meters, obstacles on the floor, valves occluded from view, and multiple paths of differing navigation complexity. The ongoing research program supports the development of autonomous capability for HERMIES-IIB and III to perform complex navigation and manipulation under time constraints, while dealing with imprecise sensory information.

Weisbin, C. R.↗

Dense 3D-Reconstruction from Monocular Image Sequences for Computationally Constrained UAS

The ability to find safe landing sites over complex 3D terrain is an essential safety feature for fully autonomous small unmanned aerial systems (UAS), which requires on-board perception for 3D reconstruction and terrain analysis if the overflown terrain is unknown. This is a challenge for UAS that are limited in size, weight and computational power, such as small rotorcrafts executing autonomous missions on Earth, or in planetary applications such as the Mars Helicopter. For such a computationally constraint system, we propose a structure from motion approach that uses inputs from a single downward facing camera to produce dense point clouds of the overflown terrain in real time. In contrast to existing approaches, our method uses metric pose information from a visual-inertial odometry algorithm as camera pose priors, which allows deploying a fast pose refinement step to align camera frames such that a conventional stereo algorithm can be used for dense 3D reconstruction. We validate the performance of our approach with extensive evaluations in simulation, and demonstrate the feasibility with data from UAS flights.

Brockers, Roland↗

Retinal flow is sufficient for steering during observer rotation

How do people control locomotion while their eyes are simultaneously rotating? A previous study found that during simulated rotation, they can perceive a straight path of self-motion from the retinal flow pattern, despite conflicting extraretinal information, on the basis of dense motion parallax and reference objects. Here we report that the same information is sufficient for active control ofjoystick steering. Participants steered toward a target in displays that simulated a pursuit eye movement. Steering was highly inaccurate with a textured ground plane (motion parallax alone), but quite accurate when an array of posts was added (motion parallax plus reference objects). This result is consistent with the theory that instantaneous heading is determined from motion parallax, and the path of self-motion is determined by updating heading relative to environmental objects. Retinal flow is thus sufficient for both perceiving self-motion and controlling self-motion with a joystick; extraretinal and positional information can also contribute, but are not necessary.

Kinesthesis/physiology↗

Contrast affects flicker and speed perception differently

We have previously shown that contrast affects speed perception, with lower-contrast, drifting gratings perceived as moving slower. In a recent study, we examined the implications of this result on models of speed perception that use the amplitude of the response of linear spatio-temporal filters to determine speed. In this study, we investigate whether the contrast dependence of speed can be understood within the context of models in which speed estimation is made using the temporal frequency of the response of linear spatio-temporal filters. We measured the effect of contrast on flicker perception and found that contrast manipulations produce opposite effects on perceived drift rate and perceived flicker rate, i.e., reducing contrast increases the apparent temporal frequency of counterphase modulated gratings. This finding argues that, if a temporal frequency-based algorithm underlies speed perception, either flicker and speed perception must not be based on the output of the same mechanism or contrast effects on perceived spatial frequency reconcile the disparate effects observed for perceived temporal frequency and speed.

NASA Center ARC↗

Modeling human vestibular responses during eccentric rotation and off vertical axis rotation

A mathematical model has been developed to help explain human multi-sensory interactions. The most important constituent of the model is the hypothesis that the nervous system incorporates knowledge of sensory dynamics into an "internal model" of these dynamics. This internal model allows the nervous system to integrate the sensory information from many different sensors into a coherent estimate of self-motion. The essence of the model is unchanged from a previously published model of monkey eye movement responses; only a few variables have been adjusted to yield the prediction of human responses. During eccentric rotation, the model predicts that the axis of eye rotation shifts slightly toward alignment with gravito-inertial force. The model also predicts that the time course of the perception of tilt following the acceleration phase of eccentric rotation is much slower than that during deceleration. During off vertical axis rotation (OVAR) the model predicts a small horizontal bias along with small horizontal, vertical, and torsional oscillations. Following OVAR stimulation, when stopped right- or left-side down, a small vertical component is predicted that decays with the horizontal post-rotatory response. All of the predictions are consistent with measurements of human responses.

NASA Discipline Neuroscience↗

Investigation of hand capabilities under a variety of performance conditions and an attempt to explain performance differences

Human capabilities such as dexterity, manipulability, and tactile perception are unique and render the hands as a very versatile, effective and a multipurpose tool. This is especially true for environments such as the EVA environment. However, with the use of the protective EVA gloves, there is much evidence to suggest that human performance decreases. In order to determine the nature and cause of this performance decrement, several performance tests were run which studied the effects of gloves on strength, tactile feedback, and range of motion. Tactile sensitivity was measured as a function of grip strength, and the results are discussed. Equipment which was developed to measure finger range of motion along with corresponding finger strength values is discussed. The results of these studies have useful implications for improved glove design.

Bishu, Ram R.↗

Adaptive Changes in Sensorimotor Coordination and Motion Sickness Following Repeated Exposures to Virtual Environments

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. Initial interpretation of novel sensory information may be inappropriate and result in perceptual errors. 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, unilateral labyrinthectomy and experimentally produced stimulus rearrangements. The purpose of this research was to compare disturbances in sensorimotor coordination produced by dome and head-mounted virtual environment displays and to examine the effects of exposure duration, and repeated exposures to VR systems. The first study examined disturbances in balance control, and the second study examined disturbances in eye-head-hand (EHH) and eye-head coordination.

Harm, D. L.↗

Modeling human perception and estimation of kinematic responses during aircraft landing

The thrust of this research is to determine estimation accuracy of aircraft responses based on observed cues. By developing the geometric relationships between the outside visual scene and the kinematics during landing, visual and kinesthetic cues available to the pilot were modeled. Both fovial and peripheral vision was examined. The objective was to first determine estimation accuracy in a variety of flight conditions, and second to ascertain which parameters are most important and lead to the best achievable accuracy in estimating the actual vehicle response. It was found that altitude estimation was very sensitive to the FOV. For this model the motion cue of perceived vertical acceleration was shown to be less important than the visual cues. The inclusion of runway geometry in the visual scene increased estimation accuracy in most cases. Finally, it was shown that for this model if the pilot has an incorrect internal model of the system kinematics the choice of observations thought to be 'optimal' may in fact be suboptimal.

Schmidt, David K.↗

Hazard Perception & Avoidance (HPA), Assured Vehicle Automation 1 Simulation (AVA-1h) Results Outbrief

In late 2022, the Human Autonomy Teaming Lab (NASA Ames Research Center) conducted a manned, human-in-the-loop (HITL) simulation. This HITL was the lab’s second Hazard Perception and Avoidance (HPA) technical work under NASA’s Advanced Air Mobility (AAM), Automated Flight and Contingency Management (AFCM) Sub-Project. The goals were to assess detect and avoid technology for manned, electric vertical takeoff and landing (eVTOL) aircraft. This simulation tested Resolution Advisory (RA) responses and return-to-course (RTC) maneuvers for the second version of the Airborne Collision Avoidance System’s (ACAS) rotary-wing (Xr) variant. This was conducted at the center's Vertical Motion Simulator (VMS), on a motion-based platform, and was configured to fly eVTOL aircraft while maneuvering for intruding traffic. Variables for this study included ACAS Xr modes (i.e., TA/RA and DAA) and phases of flight (i.e., Cruise, Hover, and Approach). The data collected included response times, losses of well clear, and pilots' noncompliances to alerts and guidance as well as subjective ratings like acceptability and perceived workload. Additional details and future anticipations are also discussed.

ACAS Xr↗

Effects of gravitoinertial force variations on optokinetic nystagmus and on perception of visual stimulus orientation

Recordings of horizontal and vertical eye movement were obtained with subjects exposed to vertical, horizontal, and oblique optokinetic stimulation during parabolic flight. When the optokinetic stimulation was vertical, the upward slow phase eye velocity increased increased during transition from high force level to free-fall, and decreased during transition from free-fall to high force level. During optokinetic stimulation in the horizontal and oblique plane, the gravitoinertial forces of parabolic flight induced changes in the velocity of the vertical component of the eye movements, and, therefore, changes in the plane of the eye movements. Some subjects also preceived modifications in the apparent orientation of the visual motion. These findings are in agreement with previous observations on the presence of a vertical nystagmus induced by changes in plane vertical acceleration. They also suggest a close interaction of reflexive eye movements induced by graviceptor inputs and visual inputs for visual stabilization during variations of gravitoinertial force level.

Clement, Gilles↗

Using the stereokinetic effect to convey depth - Computationally efficient depth-from-motion displays

Recent developments in microelectronics have encouraged the use of 3D data bases to create compelling volumetric renderings of graphical objects. However, even with the computational capabilities of current-generation graphical systems, real-time displays of such objects are difficult, particularly when dynamic spatial transformations are involved. In this paper we discuss a type of visual stimulus (the stereokinetic effect display) that is computationally far less complex than a true three-dimensional transformation but yields an equally compelling depth impression, often perceptually indiscriminable from the true spatial transformation. Several possible applications for this technique are discussed (e.g., animating contour maps and air traffic control displays so as to evoke accurate depth percepts).

Kaiser, Mary K.↗

Engineering data compendium. Human perception and performance, volume 3

The concept underlying the Engineering Data Compendium was the product of a research and development program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design of military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by system designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is Volume 3, containing sections on Human Language Processing, Operator Motion Control, Effects of Environmental Stressors, Display Interfaces, and Control Interfaces (Real/Virtual).

Boff, Kenneth R.↗

What Perception Implies about Implementation of Interactive Acoustic Environments

Virtual acoustics, also known as 3-D sound and auralization, is the simulation of the complex acoustic field experienced by a listener within an environment. Going beyond the simple intensity panning of normal stereo techniques, the goal is to process sounds so that they appear to come from particular positions in three-dimensional space. Current techniques use digital signal processing to synthesize the acoustical properties that people use to localize a sound source. This paper briefly reviews these techniques as well as the results of a number of psychoacoustical studies designed to validate the synthesis. In particular, the relationship between the results of recent perceptual studies on the role of head motion to the implementation of interactive spatial audio systems is addressed.

Wenzel, Elizabeth M.↗

Pursuit tracking and higher levels of skill development in the human pilot

A model of the human pilot is offered for pursuit tracking tasks; the model encompasses an existing model for compensatory tracking. The central hypothesis in the development of this model states that those primary structural elements in the compensatory model responsible for the pilot's equalization capabilities remain intact in the pursuit model. In this latter case, effective low-frequency inversion of the controlled-element dynamics occurs by feeding-forward derived input rate through the equalization dynamics, with low-frequency phase droop minimized. The sharp reduction in low-frequency phase lag beyond that associated with the disappearance of phase droop is seen to accompany relatively low-gain feedback of vehicle output. The results of some recent motion cue research are discussed and interpreted in terms of the compensatory-pursuit display dichotomy. Tracking with input preview is discussed in a qualitative way. In terms of the model, preview is shown to demand no fundamental changes in structure or equalization and to allow the pilot to eliminate the effective time delays that accrue in the inversion of the controlled-element dynamics. Precognitive behavior is discussed, and a model that encompasses all the levels of skill development outlined in the successive organizations of perception theory is finally proposed.

Hess, R. A.↗