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At least 37 records · Page 2

Self-motion perception: assessment by real-time computer-generated animations

We report a new procedure for assessing complex self-motion perception. In three experiments, subjects manipulated a 6 degree-of-freedom magnetic-field tracker which controlled the motion of a virtual avatar so that its motion corresponded to the subjects' perceived self-motion. The real-time animation created by this procedure was stored using a virtual video recorder for subsequent analysis. Combined real and illusory self-motion and vestibulo-ocular reflex eye movements were evoked by cross-coupled angular accelerations produced by roll and pitch head movements during passive yaw rotation in a chair. Contrary to previous reports, illusory self-motion did not correspond to expectations based on semicircular canal stimulation. Illusory pitch head-motion directions were as predicted for only 37% of trials; whereas, slow-phase eye movements were in the predicted direction for 98% of the trials. The real-time computer-generated animations procedure permits use of naive, untrained subjects who lack a vocabulary for reporting motion perception and is applicable to basic self-motion perception studies, evaluation of motion simulators, assessment of balance disorders and so on.

Non-NASA Center↗

Program For Displaying Computed Electromagnetic Fields

EM-ANIMATE computer program specialized visualization displays and animates output data on near fields and surface currents computed by electromagnetic-field program - in particular MOM3D (LAR-15074). Program based on windows and contains user-friendly, graphical interface for setting viewing options, selecting cases, manipulating files, and like. Written in FORTRAN 77. EM-ANIMATE also available as part of package, COS-10048, includes MOM3D, IRIS program computing near-field and surface-current solutions of electromagnetic-field equations.

Hom, Kam W.↗

Computer generated animation and movie production at LARC: A case study

The process of producing computer generated 16mm movies using the MOVIE.BYU software package developed by Brigham Young University and the currently available hardware technology at the Langley Research Center is described. A general overview relates the procedures to a specific application. Details are provided which describe the data used, preparation of a storyboard, key frame generation, the actual animation, title generation, filming, and processing/developing the final product. Problems encountered in each of these areas are identified. Both hardware and software problems are discussed along with proposed solutions and recommendations.

Gates, R. L.↗

ISS General Resource Reel

This video is a collection of computer animations and live footage showing the construction and assembly of the International Space Station (ISS). Computer animations show the following: (1) ISS fly around; (2) ISS over a sunrise seen from space; (3) the launch of the Zarya Control Module; (4) a Proton rocket launch; (5) the Space Shuttle docking with Zarya and attaching Zarya to the Unity Node; (6) the docking of the Service Module, Zarya, and Unity to Soyuz; (7) the Space Shuttle docking to ISS and installing the Z1 Truss segment and the Pressurized Mating Adapter (PMA); (8) Soyuz docking to the ISS; (9) the Transhab components; and (10) a complete ISS assembly. Live footage shows the construction of Zarya, the Proton rocket, Unity Node, PMA, Service Module, US Laboratory, Italian Multipurpose Logistics Module, US Airlock, and the US Habitation Module. STS-88 Mission Specialists Jerry Ross and James Newman are seen training in the Neutral Buoyancy Laboratory (NBL). The Expedition 1 crewmembers, William Shepherd, Yuri Gidzenko, and Sergei Krikalev, are shown training in the Black Sea and at Johnson Space Flight Center for water survival.

Source record↗

Galileo Outreach Compilation

This NASA JPL (Jet Propulsion Laboratory) video production is a compilation of the best short movies and computer simulation/animations of the Galileo spacecraft's journey to Jupiter. A limited number of actual shots are presented of Jupiter and its natural satellites. Most of the video is comprised of computer animations of the spacecraft's trajectory, encounters with the Galilean satellites Io, Europa and Ganymede, as well as their atmospheric and surface structures. Computer animations of plasma wave observations of Ganymede's magnetosphere, a surface gravity map of Io, the Galileo/Io flyby, the Galileo space probe orbit insertion around Jupiter, and actual shots of Jupiter's Great Red Spot are presented. Panoramic views of our Earth (from orbit) and moon (from orbit) as seen from Galileo as well as actual footage of the Space Shuttle/Galileo liftoff and Galileo's space probe separation are also included.

Source record↗

Self-motion perception: assessment by computer-generated animations

The goal of this research is more precise description of adaptation to sensory rearrangements, including microgravity, by development of improved procedures for assessing spatial orientation perception. Thirty-six subjects reported perceived self-motion following exposure to complex inertial-visual motion. Twelve subjects were assigned to each of 3 perceptual reporting procedures: (a) animation movie selection, (b) written report selection and (c) verbal report generation. The question addressed was: do reports produced by these procedures differ with respect to complexity and reliability? Following repeated (within-day and across-day) exposures to 4 different "motion profiles," subjects either (a) selected movies presented on a laptop computer, or (b) selected written descriptions from a booklet, or (c) generated self-motion verbal descriptions that corresponded most closely with their motion experience. One "complexity" and 2 reliability "scores" were calculated. Contrary to expectations, reliability and complexity scores were essentially equivalent for the animation movie selection and written report selection procedures. Verbal report generation subjects exhibited less complexity than did subjects in the other conditions and their reports were often ambiguous. The results suggest that, when selecting from carefully written descriptions and following appropriate training, people may be better able to describe their self-motion experience with words than is usually believed.

Non-NASA Center↗

Magellan, Galileo, and Ulysses

A combination of sophisticated computer animation and shuttle footage describe the missions of Ulysses, Galileo, and Magellan satellites to the solar system. Ulysses, launched in October 1990 by the European Space Agency, will study the sun. Galileo, launched in October 1989, will probe the Jovian system by releasing a probe that will descend into Jupiter's atmosphere and by using 12 instruments which will study Jupiter's 16 moons, its atmosphere, and its radiation and magnetic fields. Magellan, released from Space Shuttle Atlantis in May 1989, uses a synthetic aperture radar to probe through Venus' dense atmosphere to map its planetary surface. A computer animation simulates flying over the surface of Venus.

Source record↗

Software systems for modeling articulated figures

Research in computer animation and simulation of human task performance requires sophisticated geometric modeling and user interface tools. The software for a research environment should present the programmer with a powerful but flexible substrate of facilities for displaying and manipulating geometric objects, yet insure that future tools have a consistent and friendly user interface. Jack is a system which provides a flexible and extensible programmer and user interface for displaying and manipulating complex geometric figures, particularly human figures in a 3D working environment. It is a basic software framework for high-performance Silicon Graphics IRIS workstations for modeling and manipulating geometric objects in a general but powerful way. It provides a consistent and user-friendly interface across various applications in computer animation and simulation of human task performance. Currently, Jack provides input and control for applications including lighting specification and image rendering, anthropometric modeling, figure positioning, inverse kinematics, dynamic simulation, and keyframe animation.

Phillips, Cary B.↗

Software Assurance of PLCs Training Course

Being heavily visually-oriented, I am a firm believer in communication and conveying emotions through the art of color, motion, and transformation. A four-part online training course was created in PowerPoint and needed to be translated over into a Flash format. Issues with the Powerpoint were that the size of the files caused noticeable delays when placed online, there were compatibility issues, and from a composition and design perspective, color schemes and layout left much to be desired. High contrast, pixilated yellow text spiraling and flying on to a background of overly rich hues of blue with cheesy gradient patterns was just not appeasing to my eye, along with the menu directory buttons located at the top resembling blue pills of NyQuil on top of a stale gray border that had nothing to do with the background. The course itself is extremely broad and verbose, and will get monotonous very soon after starting. Moving about the course was very cumbersome as well. efficient by drastically reducing the size (The file size of all four parts of the actual course combined will ultimately not even be a fifth as big as one part of the original PowerPoint alone!); along with that, the course was made to be more interactive and user-friendly, as well as pleasing to the eye. Upon being viewed by fellow co-workers, nothing but positive feedback has been received. When beginning the presentation, onscreen comes a 3' 2" chubby, balding professor, who is a master in his knowledge of Programmable Logic Controllers (PLCs). He introduces himself and presents all of his vast knowledge over PLCs in a fun and innovative manner, making it much easier to acquire the information presented. A Scene Selection feature has been added making it a lot easier to jump from part to part and the back and forth arrows are much easier to utilize, and they are both less obtrusive than its PowerPoint predecessor. The user can also go at their pace, as the presentation pauses after at the end of each statement. computer animation, it was.. .still. ..animation done on a computer. I was able to incorporate my artistic talent and intuitive creativity into it, one thing I am very proficient at doing when it comes to what I do and what I will do in my profession as an artist/computer animator. At first, I felt that there was no place for an artist within a faculty of scientists, engineers, chemists, mathematicians, and programmers, but I managed to fit in quite successfully. My task was to convert the course into a Flash format, which would make it much more My project surprisingly somewhat dealt with my field of interest-though it was not

Threatt, Jamarr↗

Efficient dynamic constraints for animating articulated figures

This paper presents an efficient dynamics-based computer animation system for simulating and controlling the motion of articulated figures. A non-trivial extension of Featherstone's O(n) recursive forward dynamics algorithm is derived which allows enforcing one or more constraints on the animated figures. We demonstrate how the constraint force evaluation algorithm we have developed makes it possible to simulate collisions between articulated figures, to compute the results of impulsive forces, to enforce joint limits, to model closed kinematic loops, and to robustly control motion at interactive rates. Particular care has been taken to make the algorithm not only fast, but also easy to implement and use. To better illustrate how the constraint force evaluation algorithm works, we provide pseudocode for its major components. Additionally, we analyze its computational complexity and finally we present examples demonstrating how our system has been used to generate interactive, physically correct complex motion with small user effort.

NASA Discipline Space Human Factors↗

Applying Strategic Visualization(Registered Trademark) to Lunar and Planetary Mission Design

NASA teams, such as the NASA Exploration Team (NEXT), utilize advanced computational visualization processes to develop mission designs and architectures for lunar and planetary missions. One such process, Strategic Visualization (trademark), is a tool used extensively to help mission designers visualize various design alternatives and present them to other participants of their team. The participants, which may include NASA, industry, and the academic community, are distributed within a virtual network. Consequently, computer animation and other digital techniques provide an efficient means to communicate top-level technical information among team members. Today,Strategic Visualization(trademark) is used extensively both in the mission design process within the technical community, and to communicate the value of space exploration to the general public. Movies and digital images have been generated and shown on nationally broadcast television and the Internet, as well as in magazines and digital media. In our presentation will show excerpts of a computer-generated animation depicting the reference Earth/Moon L1 Libration Point Gateway architecture. The Gateway serves as a staging corridor for human expeditions to the lunar poles and other surface locations. Also shown are crew transfer systems and current reference lunar excursion vehicles as well as the Human and robotic construction of an inflatable telescope array for deployment to the Sun/Earth Libration Point.

Frassanito, John R.↗

High-Resolution Large-Field-of-View Three-Dimensional Hologram Display System and Method Thereof

A real-time, dynamic, free space-virtual reality, 3-D image display system is enabled by using a unique form of Aerogel as the primary display media. A preferred embodiment of this system comprises a 3-D mosaic topographic map which is displayed by fusing four projected hologram images. In this embodiment, four holographic images are projected from four separate holograms. Each holographic image subtends a quadrant of the 4(pi) solid angle. By fusing these four holographic images, a static 3-D image such as a featured terrain map would be visible for 360 deg in the horizontal plane and 180 deg in the vertical plane. An input, either acquired by 3-D image sensor or generated by computer animation, is first converted into a 2-D computer generated hologram (CGH). This CGH is then downloaded into large liquid crystal (LC) panel. A laser projector illuminates the CGH-filled LC panel and generates and displays a real 3-D image in the Aerogel matrix.

Chao, Tien-Hsin↗

Comments on event driven animation

Event driven animation provides a general method of describing controlling values for various computer animation techniques. A definition and comments are provided on genralizing motion description with events. Additional comments are also provided about the implementation of twixt.

Gomez, Julian E.↗

COSMIC monthly progress report

Activities of the Computer Software Management and Information Center (COSMIC) are summarized for the month of August, 1993. Tables showing the current inventory of programs available from COSMIC are presented and program processing and evaluation activities are discussed. Ten articles were prepared for publication in the NASA Tech Brief Journal. These articles (included in this report) describe the following software items: (1) MOM3D - A Method of Moments Code for Electromagnetic Scattering (UNIX Version); (2) EM-Animate - Computer Program for Displaying and Animating the Steady-State Time-Harmonic Electromagnetic Near Field and Surface-Current Solutions; (3) MOM3D - A Method of Moments Code for Electromagnetic Scattering (IBM PC Version); (4) M414 - MIL-STD-414 Variable Sampling Procedures Computer Program; (5) MEDOF - Minimum Euclidean Distance Optimal Filter; (6) CLIPS 6.0 - C Language Integrated Production System, Version 6.0 (Macintosh Version); (7) CLIPS 6.0 - C Language Integrated Production System, Version 6.0 (IBM PC Version); (8) CLIPS 6.0 - C Language Integrated Production System, Version 6.0 (UNIX Version); (9) CLIPS 6.0 - C Language Integrated Production System, Version 6.0 (DEC VAX VMS Version); and (10) TFSSRA - Thick Frequency Selective Surface with Rectangular Apertures. Activities in the areas of marketing, customer service, benefits identification, maintenance and support, and dissemination are also described along with a budget summary.

Source record↗

Supercomputer applications in gas turbine flowfield simulation

The numerical simulation of the unsteady three-dimensional viscous flow in a gas turbine stage is considered. Results from a three-dimensional time-accurate Navier-Stokes simulation of rotor-stator interaction in an axial turbine stage are presented. The present study uses a fine grid in the spanwise direction to better resolve the complex three-dimensional flowfield, and complements earlier reported coarse-grid calculations. Several different features of the flowfield are analyzed and compared to earlier calculations and to experimental data whenever possible. Computer animation techniques are used to visualize various unsteady three-dimensional features of the flow. The results demonstrate the capabilities of current computing hardware in obtaining accurate simulations of unsteady flows in turbomachines.

Madavan, Nateri K.↗

The Story of PI

The early history and the uses of the mathematical notation - pi - are presented through both film footage and computer animation in this 'Project Mathematics' series video. Pi comes from the first letter in the Greek word for perimeter. Archimedes, and early Greek mathematician, formulated the equations for the computation of a circle's area using pi and was the first person to seriously approximate pi numerically, although only to a few decimal places. By 1985, pi had been approximated to over one billion decimal places and was found to have no repeating pattern. One use of pi is the application of its approximation calculation as an analytical tool for determining the accuracy of supercomputers and software designs.

Apostol, Tom M.↗

Fast Multipole Methods for Three-Dimensional N-body Problems

We are developing computational tools for the simulations of three-dimensional flows past bodies undergoing arbitrary motions. High resolution viscous vortex methods have been developed that allow for extended simulations of two-dimensional configurations such as vortex generators. Our objective is to extend this methodology to three dimensions and develop a robust computational scheme for the simulation of such flows. A fundamental issue in the use of vortex methods is the ability of employing efficiently large numbers of computational elements to resolve the large range of scales that exist in complex flows. The traditional cost of the method scales as Omicron (N(sup 2)) as the N computational elements/particles induce velocities at each other, making the method unacceptable for simulations involving more than a few tens of thousands of particles. In the last decade fast methods have been developed that have operation counts of Omicron (N log N) or Omicron (N) (referred to as BH and GR respectively) depending on the details of the algorithm. These methods are based on the observation that the effect of a cluster of particles at a certain distance may be approximated by a finite series expansion. In order to exploit this observation we need to decompose the element population spatially into clusters of particles and build a hierarchy of clusters (a tree data structure) - smaller neighboring clusters combine to form a cluster of the next size up in the hierarchy and so on. This hierarchy of clusters allows one to determine efficiently when the approximation is valid. This algorithm is an N-body solver that appears in many fields of engineering and science. Some examples of its diverse use are in astrophysics, molecular dynamics, micro-magnetics, boundary element simulations of electromagnetic problems, and computer animation. More recently these N-body solvers have been implemented and applied in simulations involving vortex methods. Koumoutsakos and Leonard (1995) implemented the GR scheme in two dimensions for vector computer architectures allowing for simulations of bluff body flows using millions of particles. Winckelmans presented three-dimensional, viscous simulations of interacting vortex rings, using vortons and an implementation of a BH scheme for parallel computer architectures. Bhatt presented a vortex filament method to perform inviscid vortex ring interactions, with an alternative implementation of a BH scheme for a Connection Machine parallel computer architecture.

Koumoutsakos, P.↗