Future of Robotics for Space Station
This videotape describes robotic research such as the EVA retriever and virtual reality.
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This videotape describes robotic research such as the EVA retriever and virtual reality.
The objectives of this project were to explore systematically the determiners of transfer of perceptual adaptation as these principles might apply to the space adaptation syndrome. The perceptual experience of an astronaut exposed to the altered gravitational forces involved in spaceflight shares much with that of the subject exposed in laboratory experiments to optically induced visual rearrangement with tilt and dynamic motion illusions such as vection; and experiences and symptoms reported by the trainee who is exposed to the compellingly realistic visual imagery of flight simulators and virtual reality systems. In both of these cases the observer is confronted with a variety of inter- and intrasensory conflicts that initially disrupt perception, as well as behavior, and also produce symptoms of motion sickness.
For a number of years, the Software Technology Branch of the Information Systems Directorate has been involved in the application of cutting edge hardware and software technologies to instructional tasks related to NASA projects. The branch has developed intelligent computer aided training shells, instructional applications of virtual reality and multimedia, and computer-based instructional packages that use fuzzy logic for both instructional and diagnostic decision making. One outcome of the work on space-related technology-supported instruction has been the creation of a significant pool of human talent in the branch with current expertise on the cutting edges of instructional technologies. When the human talent is combined with advanced technologies for graphics, sound, video, CD-ROM, and high speed computing, the result is a powerful research and development group that both contributes to the applied foundations of instructional technology and creates effective instructional packages that take advantage of a range of advanced technologies. Several branch projects are currently underway that combine NASA-developed expertise to significant instructional problems in public education. The branch, for example, has developed intelligent computer aided software to help high school students learn physics and staff are currently working on a project to produce educational software for young children with language deficits. This report deals with another project, the adult literacy tutor. Unfortunately, while there are a number of computer-based instructional packages available for adult literacy instruction, most of them are based on the same instructional models that failed these students when they were in school. The teacher-centered, discrete skill and drill-oriented, instructional strategies, even when they are supported by color computer graphics and animation, that form the foundation for most of the computer-based literacy packages currently on the market may not be the most effective or most desirable way to use computer technology in literacy programs. This project is developing a series of instructional packages that are based on a different instructional model - authentic instruction. The instructional development model used to create these packages is also different. Instead of using the traditional five stage linear, sequential model based on behavioral learning theory, the project uses the recursive, reflective design and development model (R2D2) that is based on cognitive learning theory, particularly the social constructivism of Vygotsky, and an epistemology based on critical theory. Using alternative instructional and instructional development theories, the result of the summer faculty fellowship is LiteraCity, a multimedia adult literacy instructional package that is a simulation of finding and applying for a job. The program, which is about 120 megabytes, is distributed on CD-ROM.
Active, polymorphic material ('Utility Fog') can be designed as a conglomeration of 100-micron robotic cells ('foglets'). Such robots could be built with the techniques of molecular nanotechnology. Controllers with processing capabilities of 1000 MIPS per cubic micron, and electric motors with power densities of one milliwatt per cubic micron are assumed. Utility Fog should be capable of simulating most everyday materials, dynamically changing its form and properties, and forms a substrate for an integrated virtual reality and telerobotics.
A space station in a crew-tended or permanently crewed configuration will provide major R&D opportunities for innovative, technology and materials development and advanced space systems testing. A space station should be designed with the basic infrastructure elements required to grow into a major systems technology testbed. This space-based technology testbed can and should be used to support the development of technologies required to expand our utilization of near-Earth space, the Moon and the Earth-to-Jupiter region of the Solar System. Space station support of advanced technology and materials development will result in new techniques for high priority scientific research and the knowledge and R&D base needed for the development of major, new commercial product thrusts. To illustrate the technology testbed potential of a space station and to point the way to a bold, innovative approach to advanced space systems' development, a hypothetical deep space transport development and test plan is described. Key deep space transport R&D activities are described would lead to the readiness certification of an advanced, reusable interplanetary transport capable of supporting eight crewmembers or more. With the support of a focused and highly motivated, multi-agency ground R&D program, a deep space transport of this type could be assembled and tested by 2010. Key R&D activities on a space station would include: (1) experimental research investigating the microgravity assisted, restructuring of micro-engineered, materials (to develop and verify the in-space and in-situ 'tuning' of materials for use in debris and radiation shielding and other protective systems), (2) exposure of microengineered materials to the space environment for passive and operational performance tests (to develop in-situ maintenance and repair techniques and to support the development, enhancement, and implementation of protective systems, data and bio-processing systems, and virtual reality and telepresence/kinetic processes), (3) subsystem tests of advanced nuclear power, nuclear propulsion and communication systems (using boom extensions, remote station-keeping platforms and mobile EVA crew and robots), and (4) logistics support (crew and equipment) and command and control of deep space transport assembly, maintenance, and refueling (using a station-keeping platform).
The technology developed for operator-in-the-loop simulation in space teleoperation has been applied to Caterpillar's backhoe, wheel loader, and off-highway truck. On an SGI workstation, the simulation integrates computer modeling of kinematics and dynamics, real-time computational and visualization, and an interface with the operator through the operator's console. The console is interfaced with the workstation through an IBM-PC in which the operator's commands were digitized and sent through an RS-232 serial port. The simulation gave visual feedback adequate for the operator in the loop, with the camera's field of vision projected on a large screen in multiple view windows. The view control can emulate either stationary or moving cameras. This simulator created an innovative engineering design environment by integrating computer software and hardware with the human operator's interactions. The backhoe simulation has been adopted by Caterpillar in building a virtual reality tool for backhoe design.
The topics discussed include the following: virtual reality, man machine systems, and human-computer interface.
The Life Science Division at NASA's Ames Research Center has a suite of specialized facilities that enable scientists to study the effects of gravity on living systems. This paper describes some of these facilities and their use in research. Seven centrifuges, each with its own unique abilities, allow testing of a variety of parameters on test subjects ranging from single cells through hardware to humans. The Vestibular Research Facility allows the study of both centrifugation and linear acceleration on animals and humans. The Biocomputation Center uses computers for 3D reconstruction of physiological systems, and interactive research tools for virtual reality modeling. Psycophysiological, cardiovascular, exercise physiology, and biomechanical studies are conducted in the 12 bed Human Research Facility and samples are analyzed in the certified Central Clinical Laboratory and other laboratories at Ames. Human bedrest, water immersion and lower body negative pressure equipment are also available to study physiological changes associated with weightlessness. These and other weightlessness models are used in specialized laboratories for the study of basic physiological mechanisms, metabolism and cell biology. Visual-motor performance, perception, and adaptation are studied using ground-based models as well as short term weightlessness experiments (parabolic flights). The unique combination of Life Science research facilities, laboratories, and equipment at Ames Research Center are described in detail in relation to their research contributions.
When independent stimuli are available for accommodation, as in the dark or under low contrast conditions, the lens seeks its resting position. Individual differences in resting positions are reliable, under autonomic control, and can change with visual task demands. We hypothesized that motion sickness in a flight simulator might result in dark focus changes. Method: Subjects received training flights in three different Navy flight simulators. Two were helicopter simulators entailed CRT presentation using infinity optics, one involved a dome presentation of a computer graphic visual projection system. Results: In all three experiments there were significant differences between dark focus activity before and after simulator exposure when comparisons were made between sick and not-sick pilot subjects. In two of these experiments, the average shift in dark focus for the sick subjects was toward increased myopia when each subject was compared to his own baseline. In the third experiment, the group showed an average shift outward of small amount and the subjects who were sick showed significantly less outward movement than those who were symptom free. Conclusions: Although the relationship is not a simple one, dark focus changes in simulator sickness imply parasympathetic activity. Because changes can occur in relation to endogenous and exogenous events, such measurement may have useful applications as dependent measures in studies of visually coupled systems, virtual reality systems, and space adaptation syndrome.
Scenes of Antarctic lakes using telepresence are contained in this video. Dr. Carol Stroker, a scientist from Ames Research Center, explains how images from a camera on a remote vehicle are projected directly into your eyes so that your entire field of view is filled with the information from these images. She also states that Virtual Reality would help to expand the range of access we have to Mars and would allow robots to do scientific work.
System for measuring positions of sensors at designated points on body suit developed. Measuring system, body suit, and sensors incorporated into interactive virtual-reality system, wherein they provide feedback data on positions and orientations of various parts of wearer's body. Based on straightforward concept of computating three-dimensional coordinates of sensor from simultaneous measurements of distances of sensor from three locations, coordinates of which known.
During the design phases of large and complex systems such as NASA's Space Station Freedom (SSF), there are few, if any physical prototypes built. This is often due to their expense and the realization that the design is likely to change. This poses a problem for training, maintainability, and operations groups who are tasked to lay the foundation of plans for using these systems. The Virtual Reality and Visualization Laboratory at the Boeing Advanced Computing Group's Huntsville facility is supporting the use of high fidelity, detailed design models that are generated during the initial design phases, for use in training, maintainability and operations exercises. This capability was used in its non-immersive form to great effect at the SSF Critical Design Review (CDR) during February, 1993. Allowing the user to move about within a CAD design supports many efforts, including training and scenario study. We will demonstrate via a video of the Maintainability SSF CDR how this type of approach can be used and why it is so effective in conveying large amounts of information quickly and concisely. We will also demonstrate why high fidelity models are so important for this type of training system and how it's immersive aspects may be exploited as well.
The Simplified Aid for EVA Rescue (SAFER) is a small propulsive backpack that was developed as an in-house effort at Johnson Space Center; it is a lightweight system which attaches to the underside of the Primary Life Support Subsystem (PLSS) backpack of the Extravehicular Mobility Unit (EMU). SAFER provides full six-axis control, as well as Automatic Attitude Hold (AAH), by means of a set of cold-gas nitrogen thrusters and a rate sensor-based control system. For compactness, a single hand controller is used, together with mode switching, to command all six axes. SAFER was successfully test-flown on the STS-64 mission in September 1994 as a Development Test Objective (DTO); development of an operational version is now proceeding. This version will be available for EVA self-rescue on the International Space Station and Mir, starting with the STS-86/Mir-7 mission in September 1997. The DTO SAFER was heavily instrumented, and produced in-flight data that was stored in a 12 MB computer memory on-board. This has allowed post-flight analysis to yield good estimates for the actual mass properties (moments and products of inertia and center of mass location) encountered on-orbit. By contrast, Manned Maneuvering Unit (MMU) post-flight results were generated mainly from analysis of video images, and so were not very accurate. The main goal of the research reported here was to use the detailed SAFER on-orbit mass properties data to optimize the design of future EVA maneuvering systems, with the aim being to improve flying qualities and/or reduce propellant consumption. The Automation, Robotics and Simulation Division Virtual Reality (VR) Laboratory proved to be a valuable research tool for such studies. A second objective of the grant was to generate an accurate dynamics model in support of the reflight of the DTO SAFER on STS-76/Mir-3. One complicating factor was the fact that a hand controller stowage box was added to the underside of SAFER on this flight; the position of this box was such that two of the SAFER jets plume it. A second complication was that the EVA astronaut will sometimes be transporting a massive experiment package. This will not only alter the overall mass properties significantly, but can itself also be plumed.
Report describes Simulator for Imager for Mars Pathfinder (SIMP) computer program. SIMP generates "virtual reality" display of view through video camera on Mars lander spacecraft of Mars Pathfinder mission, along with display of pertinent textual and graphical data, for use by scientific investigators in planning sequences of activities for mission.
The Spatial Data Management System (SDMS) is a testbed for retrieval and display of spatially related material. SDMS permits the linkage of large graphical display objects with detail displays and explanations of its smaller components. SDMS combines UNIX workstations, MIT's X Window system, TCP/IP and WAIS information retrieval technology to prototype a means of associating aggregate data linked via spatial orientation. SDMS capitalizes upon and extends previous accomplishments of the Software Technology Branch in the area of Virtual Reality and Automated Library Systems.
This reflection of human-computer interface and its requirements as virtual technology is advanced, proposes a new term: 'Pezonomics'. The term replaces the term ergonomics ('the law of work') with a definition pointing to 'the law of play.' The necessity of this term, the author reasons, comes from the need to 'capture the essence of play and calibrate our computer systems to its cadences.' Pezonomics will ensure that artificial environments, in particular virtual reality, are user friendly.
The focus of this grant was to experiment with novel user interfaces for scientific visualization applications using both desktop and virtual reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past three years, and subsumes all prior reports.
The research performed was a small portion of the patent to be submitted by Dr. Alan T. Pope entitled 'A Method of Providing Veridical Non-Invasive Endoscopic Feedback for Learning of Voluntary Control of Physiological Functioning'. The focus of this study is to incorporate the emerging technology of virtual reality with the forms of biofeedback already in existance producing a life-like, real-time model of the body's functioning without using invasive procedures, yet still producing the equivalent of a picture from an invasive endoscopic procedure in the region of interest. The portion of the project designated to me was to research and report as many possible uses for such technology as possible.