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At least 325 records · Page 18

Studies of human dynamic space orientation using techniques of control theory

Studies of human orientation and manual control in high order systems are summarized. Data cover techniques for measuring and altering orientation perception, role of non-visual motion sensors, particularly the vestibular and tactile sensors, use of motion cues in closed loop control of simple stable and unstable systems, and advanced computer controlled display systems.

Young, L. R.↗

Some influences of touch and pressure cues on human spatial orientation

In order to evaluate the influences of touch and pressure cues on human spatial orientation, blindfolded subjects were exposed to 30 rmp rotation about the Z-axis of their bodies while the axis was horizontal or near horizontal. It was found that the manipulation of pressure patterns to which the subjects are exposed significantly influences apparent orientation. When provided with visual information about actual orientation the subjects will eliminate the postural illusions created by pressure-cue patterns. The localization of sounds is dependent of the apparent orientation and the actual pattern of auditory stimulation. The study provides a basis for investigating: (1) the postural illusions experienced by astronauts in orbital flight and subjects in the free-fall phase of parabolic flight, and (2) the spatial-constancy mechanisms distinguishing changes in sensory afflux conditioned by a subject's movements in relation to the environment, and those conditioned by movements of the environment.

Lackner, J. R.↗

Functional decor in the International Space Station: Body orientation cues and picture perception

Subjective reports of American astronauts and their Soviet counterparts suggest that homogeneous, often symmetrical, spacecraft interiors can contribute to motion sickness during the earliest phase of a mission and can also engender boredom. Two studies investigated the functional aspects of Space Station interior aesthetics. One experiment examined differential color brightnesses as body orientation cues; the other involved a large survey of photographs and paintings that might enhance the interior aesthetics of the proposed International Space Station. Ninety male and female college students reclining on their backs in the dark were disoriented by a rotating platform and inserted under a slowly rotating disk that filled their entire visual field. The entire disk was painted the same color but one half had a brightness value that was about 69 percent higher than the other. The effects of red, blue, and yellow were examined. Subjects wearing frosted goggles opened their eyes to view the rotating, illuminated disk, which was stopped when they felt that they were right-side up. For all three colors, significant numbers of subjects said they felt right-side up when the brighter side of the disk filled their upper visual field. These results suggest that color brightness could provide Space Station crew members with body orientation cues as they move about. It was found that subjects preferred photographs and paintings with the greatest depths of field, irrespective of picture topic.

Coss, Richard G.↗

Beyond the cockpit: The visual world as a flight instrument

The use of cockpit instruments to guide flight control is not always an option (e.g., low level rotorcraft flight). Under such circumstances the pilot must use out-the-window information for control and navigation. Thus it is important to determine the basis of visually guided flight for several reasons: (1) to guide the design and construction of the visual displays used in training simulators; (2) to allow modeling of visibility restrictions brought about by weather, cockpit constraints, or distortions introduced by sensor systems; and (3) to aid in the development of displays that augment the cockpit window scene and are compatible with the pilot's visual extraction of information from the visual scene. The authors are actively pursuing these questions. We have on-going studies using both low-cost, lower fidelity flight simulators, and state-of-the-art helicopter simulation research facilities. Research results will be presented on: (1) the important visual scene information used in altitude and speed control; (2) the utility of monocular, stereo, and hyperstereo cues for the control of flight; (3) perceptual effects due to the differences between normal unaided daylight vision, and that made available by various night vision devices (e.g., light intensifying goggles and infra-red sensor displays); and (4) the utility of advanced contact displays in which instrument information is made part of the visual scene, as on a 'scene linked' head-up display (e.g., displaying altimeter information on a virtual billboard located on the ground).

Johnson, W. W.↗

Comparison of simulator fidelity model predictions with in-simulator evaluation data

A full factorial in simulator experiment of a single axis, multiloop, compensatory pitch tracking task is described. The experiment was conducted to provide data to validate extensions to an analytic, closed loop model of a real time digital simulation facility. The results of the experiment encompassing various simulation fidelity factors, such as visual delay, digital integration algorithms, computer iteration rates, control loading bandwidths and proprioceptive cues, and g-seat kinesthetic cues, are compared with predictions obtained from the analytic model incorporating an optimal control model of the human pilot. The in-simulator results demonstrate more sensitivity to the g-seat and to the control loader conditions than were predicted by the model. However, the model predictions are generally upheld, although the predicted magnitudes of the states and of the error terms are sometimes off considerably. Of particular concern is the large sensitivity difference for one control loader condition, as well as the model/in-simulator mismatch in the magnitude of the plant states when the other states match.

Parrish, R. V.↗

Evaluation of HiMAT aircraft landing approach lateral control gearing using simulation and a visual display

The utility of a visual display when studying the influence of changes in lateral stick gearing gains on the Highly Maneuverable Aircraft Technology (HiMAT) vehicle handling qualities during simulated approaches and landings is investigated. The visual display improved the validity of the simulation and provided improved roll response cues for the HiMAT aircraft landing approach. A range of acceptable constant lateral stick gearing gains is found that provides adequate maneuverability and allows for precision moments.

Sarrafian, S. K.↗

Spacelab experiments on space motion sickness

Recent research results from ground and flight experiments on motion sickness and space sickness conducted by the Man Vehicle Laboratory are reviewed. New tools developed include a mathematical model for motion sickness, a method for quantitative measurement of skin pallor and blush in ambulatory subjects, and a magnitude estimation technique for ratio scaling of nausea or discomfort. These have been used to experimentally study the time course of skin pallor and subjective symptoms in laboratory motion sickness. In prolonged sickness, subjects become hypersensitive to nauseogenic stimuli. Results of a Spacelab-1 flight experiment are described in which 4 observers documented the stimulus factors for and the symptoms/signs of space sickness. The clinical character of space sickness differs somewhat from acute laboratory motion sickness. However SL-1 findings support the view that space sickness is fundamentally a motion sickness. Symptoms were subjectively alleviated by head movement restriction, maintenance of a familiar orientation with respect to the visual environment, and wedging between or strapping onto surfaces which provided broad contact cues confirming the absence of body motion.

Oman, C. M.↗

Tutorial on the Psychophysics and Technology of Virtual Acoustic Displays

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 locations in three-dimensional space. Although loudspeaker systems are being developed, most of the recent work focuses on using headphones for playback and is the outgrowth of earlier analog techniques. For example, in binaural recording, the sound of an orchestra playing classical music is recorded through small mics in the two "ear canals" of an anthropomorphic artificial or "dummy" head placed in the audience of a concert hall. When the recorded piece is played back over headphones, the listener passively experiences the illusion of hearing the violins on the left and the cellos on the right, along with all the associated echoes, resonances, and ambience of the original environment. Current techniques use digital signal processing to synthesize the acoustical properties that people use to localize a sound source in space. Thus, they provide the flexibility of a kind of digital dummy head, allowing a more active experience in which a listener can both design and move around or interact with a simulated acoustic environment in real time. Such simulations are being developed for a variety of application areas including architectural acoustics, advanced human-computer interfaces, telepresence and virtual reality, navigation aids for the visually-impaired, and as a test bed for psychoacoustical investigations of complex spatial cues. The tutorial will review the basic psychoacoustical cues that determine human sound localization and the techniques used to measure these cues as Head-Related Transfer Functions (HRTFs) for the purpose of synthesizing virtual acoustic environments. The only conclusive test of the adequacy of such simulations is an operational one in which the localization of real and synthesized stimuli are directly compared in psychophysical studies. To this end, the results of psychophysical experiments examining the perceptual validity of the synthesis technique will be reviewed and factors that can enhance perceptual accuracy and realism will be discussed. Of particular interest is the relationship between individual differences in HRTFs and in behavior, the role of reverberant cues in reducing the perceptual errors observed with virtual sound sources, and the importance of developing perceptually valid methods of simplifying the synthesis technique. Recent attempts to implement the synthesis technique in real time systems will also be discussed and an attempt made to interpret their quoted system specifications in terms of perceptual performance. Finally, some critical research and technology development issues for the future will be outlined.

Wenzel, Elizabeth M.↗

Spacelab experiments on space motion sickness

Recent research results from ground and flight experiments on motion sickness and space sickness conducted by the Man Vehicle Laboratory are reviewed. New tools developed include a mathematical model for motion sickness, a method for quantitative measurements of skin pallor and blush in ambulatory subjects, and a magnitude estimation technique for ratio scaling of nausea or discomfort. These have been used to experimentally study the time course of skin pallor and subjective symptoms in laboratory motion sickness. In prolonged sickness, subjects become hypersensitive to nauseogenic stimuli. Results of a Spacelab-1 flight experiment are described in which four observers documented the stimulus factors for and the symptoms/signs of space sickness. The clinical character of space sickness differs somewhat from acute laboratory motion sickness. However SL-1 findings support the view that space sickness is fundamentally a motion sickness. Symptoms were subjectively alleviated by head movement restriction, maintenance of a familiar orientation with respect to the visual environment, and wedging between or strapping onto surfaces which provided broad contact cues confirming the absence of body motion.

Flight Experiment↗

Effect of Control System Augmentation on Handling Qualities and Task Performance in Good and Degraded Visual Environments

In June 2013, NASA and the U.S. Army jointly conducted a simulation experiment in the NASA-Ames Vertical Motion Simulator that examined and quantified the effects of limited-authority control system augmentation on handling qualities and task performance in both good and degraded visual environments (DVEs). The vehicle model used for the experiment was the OH-58D with similar size, weight and performance, and the same 4-blade rotor system as the Bell 407 civilian helicopter that is commonly used for medical evacuation and emergency medical services. The control systems investigated as part of this study included the baseline aircraft Rate Command system, a short-term Attitude Command/Attitude Hold system that uses lagged-rate feedback to provide a short-term attitude response, Modernized Control Laws that provide an Attitude Command/Attitude Hold control response type, and Modernized Control Laws with an additional Position Hold function. Evaluation tasks included the ADS-33 Hover, Sidestep, Acceleration/Deceleration, and Pirouette Mission Task Elements, as well as a new proposed Emergency Medical Services task that includes an approach and landing at a minimally prepared remote landing site. Degraded visual environments were simulated with night vision goggles and an unaided night scene. A total of nine experimental test pilots participated in the four-week simulation experiment. Data recorded during the evaluation included Cooper-Harper handling qualities ratings, Bedford Workload scale ratings, and task performance. The Usable Cue Environment (UCE) was measured for this simulation experiment, and found to be UCE equals 1 in good visual environments and UCE equals 2 in degraded visual environments with night vision goggles. Results showed that handling qualities ratings were improved with a control system providing short-term attitude response over a rate command system, although the improvements were not sufficient to produce Level 1 handling qualities in degraded visual environments. Results for an Attitude Command/Attitude Hold control system showed that borderline Level 1 handling qualities could be achieved in degraded visual environments, and the 10 percent authority stability augmentation system was adequate to obtain these handling qualities ratings.

Handling Qualities↗

Human heading estimation during visually simulated curvilinear motion

Recent studies have suggested that humans cannot estimate their direction of forward translation (heading) from the resulting retinal motion (flow field) alone when rotation rates are higher than approximately 1 deg/sec. It has been argued that either oculomotor or static depth cues are necessary to disambiguate the rotational and translational components of the flow field and, thus, to support accurate heading estimation. We have re-examined this issue using visually simulated motion along a curved path towards a layout of random points as the stimulus. Our data show that, in this curvilinear motion paradigm, five of six observers could estimate their heading relatively accurately and precisely (error and uncertainty < approximately 4 deg), even for rotation rates as high as 16 deg/sec, without the benefit of either oculomotor or static depth cues signaling rotation rate. Such performance is inconsistent with models of human self-motion estimation that require rotation information from sources other than the flow field to cancel the rotational flow.

NASA Center ARC↗

Tactile Cueing as a Gravitational Substitute for Spatial Navigation During Parabolic Flight

INTRODUCTION: Spatial navigation requires an accurate awareness of orientation in your environment. The purpose of this experiment was to examine how spatial awareness was impaired with changing gravitational cues during parabolic flight, and the extent to which vibrotactile feedback of orientation could be used to help improve performance. METHODS: Six subjects were restrained in a chair tilted relative to the plane floor, and placed at random positions during the start of the microgravity phase. Subjects reported their orientation using verbal reports, and used a hand-held controller to point to a desired target location presented using a virtual reality video mask. This task was repeated with and without constant tactile cueing of "down" direction using a belt of 8 tactors placed around the mid-torso. Control measures were obtained during ground testing using both upright and tilted conditions. RESULTS: Perceptual estimates of orientation and pointing accuracy were impaired during microgravity or during rotation about an upright axis in 1g. The amount of error was proportional to the amount of chair displacement. Perceptual errors were reduced during movement about a tilted axis on earth. CONCLUSIONS: Reduced perceptual errors during tilts in 1g indicate the importance of otolith and somatosensory cues for maintaining spatial awareness. Tactile cueing may improve navigation in operational environments or clinical populations, providing a non-visual non-auditory feedback of orientation or desired direction heading.

Montgomery, K. L.↗

Dynamics of the spatial scale of visual attention revealed by brain event-related potentials

The temporal dynamics of the spatial scaling of attention during visual search were examined by recording event-related potentials (ERPs). A total of 16 young participants performed a search task in which the search array was preceded by valid cues that varied in size and hence in precision of target localization. The effects of cue size on short-latency (P1 and N1) ERP components, and the time course of these effects with variation in cue-target stimulus onset asynchrony (SOA), were examined. Reaction time (RT) to discriminate a target was prolonged as cue size increased. The amplitudes of the posterior P1 and N1 components of the ERP evoked by the search array were affected in opposite ways by the size of the precue: P1 amplitude increased whereas N1 amplitude decreased as cue size increased, particularly following the shortest SOA. The results show that when top-down information about the region to be searched is less precise (larger cues), RT is slowed and the neural generators of P1 become more active, reflecting the additional computations required in changing the spatial scale of attention to the appropriate element size to facilitate target discrimination. In contrast, the decrease in N1 amplitude with cue size may reflect a broadening of the spatial gradient of attention. The results provide electrophysiological evidence that changes in the spatial scale of attention modulate neural activity in early visual cortical areas and activate at least two temporally overlapping component processes during visual search.

Non-NASA Center↗

Platform motion for fighter simulations

The reported investigation is concerned with aspects of 'realistic' cue generation and evaluation. 'Realistic' cues are defined to mean cues that are representative of an aircraft, that are of sufficient magnitude to be sensed, that are in the proper direction arriving at the proper time, and yet that are within the presentation capabilities of the washout/synergistic platform system. Attention is given to the aircraft mathematical model, computer implementation, cockpit hardware, visual display, the motion system, vertical acceleration, longitudinal acceleration and pitch rate, and lateral acceleration and roll rate. The motion cues for fighter aircraft produced by Langley nonlinear adaptive washout/synergistic motion base system are found to be unacceptable in the roll axis representation. However, a method for producing potentially realistic roll cues is identified.

Parrish, R. V.↗

Head Tilt Posturography to Enhance Balance Control Assessment for Astronauts: A Case Study

For many years, we have used a standard clinical computerized dynamic posturography (CDP) protocol to assess recovery of integrated sensory-motor function in astronauts returning from space flight. The most reliable indications of postflight crew performance capabilities have been obtained from the sensory organization tests (SOTs) within the CDP protocol, particularly SOTs 5 (eyes closed, surface support sway referenced) and 6 (eyes open, surface support and visual surround sway referenced), which are sensitive to changes in availability and/or utilization of vestibular cues. We have observed, however, that some astronauts exhibiting visible signs of incomplete sensory-motor recovery are able to score within clinical norms on standard SOTs 5 and 6 trials, perhaps as a result of cognitive strategies driven by their naturally competitive natures. To improve the sensitivity of the CDP protocol for assessing recovery of integrated sensory-motor function and fitness to return to duties and/or activities of daily living, we have introduced pitch plane head tilt SOT trials to our protocol. In a preliminary study of 5 short duration (~11day missions) astronauts, we showed that they were unable to maintain balance on landing day when performing dynamic head tilt trials, despite scoring within the clinically normal range on the standard SOT trials. The present case report illustrates the advantages of including head tilt trials for assessing sensory-motor recovery in long duration crewmembers.

Hwang, E. Y.↗

Molecular Mechanisms of Circadian Regulation During Spaceflight

Disruption of the regular environmental circadian cues in addition to stringent and demanding operational schedules are two main factors that undoubtedly impact sleep patterns and vigilant performance in the astronaut crews during spaceflight. Most research is focused on the behavioral aspects of the risk of circadian desynchronization, characterized by fatigue and health and performance decrement. A common countermeasure for circadian re-entrainment utilizes blue-green light to entrain the circadian clock and mitigate this risk. However, an effective countermeasure targeting the photoreceptor system requires that the basic circadian molecular machinery remains intact during spaceflight. The molecular clock consists of sets of proteins that perform different functions within the clock machinery: circadian oscillators (genes whose expression levels cycle during the day, keep the pass of cellular time and regulate downstream effector genes), the effector or output genes (those which impact the physiology of the tissue or organism), and the input genes (responsible for sensing the environmental cues that allow circadian entrainment). The main environmental cue is light. As opposed to the known photoreceptors (rods and cones), the non-visual light stimulus is received by a subset of the population of retinal ganglion cells called intrinsically photosensitive retinal ganglion cells (ipRGC) that express melanopsin (opsin 4 -Opn4-) as the photoreceptor. We hypothesize that spaceflight may affect ipRGC and melanopsin expression, which may be a contributing cause of circadian disruption during spaceflight. To answer this question, eyes from albino Balb/cJ mice aboard STS-133 were collected for histological analysis and gene expression profiling of the retina at 1 and 7 days after landing. Both vivarium and AEM (animal enclosure module) mice were used as ground controls. Opn4 expression was analyzed by real time RT/qPCR and retinal sections were stained for Opn4 immunofluorescence. Opn4 was decreased (abrogated in one case) in retinas that concurrently showed higher evidence of oxidative stress. We propose that oxidative stress can lead to a decrease in melanopsin expression, likely via ipRGC loss or impairment, and thus, it can be a contributing factor to circadian disruption during spaceflight. Countermeasures contemplating the use of light should therefore be complemented with melanopsin expression maintenance and/or reduction in oxidative stress.

Zanello, Susana↗

Monocular motion adaptation affects the perceived trajectory of stereomotion

Perceived stereomotion trajectory was measured before and after adaptation to lateral motion in the dominant or nondominant eye to assess the relative contributions of 2 cues: changing disparity and interocular velocity difference. Perceived speed for monocular lateral motion and perceived binocular visual direction (BVD) was also assessed. Unlike stereomotion trajectory perception, the BVD of static targets showed an ocular dominance bias, even without adaptation. Adaptation caused equivalent biases in perceived trajectory and monocular motion speed, without significantly affecting perceived BVD. Predictions from monocular motion data closely match trajectory perception data, unlike those from BVD sources. The results suggest that the interocular velocity differences make a significant contribution to stereomotion trajectory perception.

Depth Perception/physiology↗

The Flostation - an Immersive Cyberspace System

A flostation is a computer-controlled apparatus that, along with one or more computer(s) and other computer-controlled equipment, is part of an immersive cyberspace system. The system is said to be immersive in two senses of the word: (1) It supports the body in a modified form neutral posture experienced in zero gravity and (2) it is equipped with computer-controlled display equipment that helps to give the occupant of the chair a feeling of immersion in an environment that the system is designed to simulate. Neutral immersion was conceived during the Gemini program as a means of training astronauts for working in a zerogravity environment. Current derivatives include neutral-buoyancy tanks and the KC-135 airplane, each of which mimics the effects of zero gravity. While these have performed well in simulating the shorter-duration flights typical of the space program to date, a training device that can take astronauts to the next level will be needed for simulating longer-duration flights such as that of the International Space Station. The flostation is expected to satisfy this need. The flostation could also be adapted and replicated for use in commercial ventures ranging from home entertainment to medical treatment. The use of neutral immersion in the flostation enables the occupant to recline in an optimal posture of rest and meditation. This posture, combines savasana (known to practitioners of yoga) and a modified form of the neutral posture assumed by astronauts in outer space. As the occupant relaxes, awareness of the physical body is reduced. The neutral body posture, which can be maintained for hours without discomfort, is extended to the eyes, ears, and hands. The occupant can be surrounded with a full-field-of-view visual display and nearphone sound, and can be stimulated with full-body vibration and motion cueing. Once fully immersed, the occupant can use neutral hand controllers (that is, hand-posture sensors) to control various aspects of the simulated environment.

Park, Brian↗