Strict versus mixed-use protected areas: Guatemala's Maya Biosphere Reserve
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The Peten, Northern Guatemala, was once inhabited by a population of several million Maya before their collapse in the 9th century A.D.. The seventh and eight centuries were a time of crowning glory four millions of Maya; by 930 A.D. only a few scattered houses remained, testifying to the greatest disaster in human history. What is known is that at the time of their collapse the Maya had cut down most of their trees. After centuries of regeneration the Peten now represent the largest remaining tropical forest in Central America but is experiencing rapid deforestation in the wake of an invasion of settlers. The successful adaptive techniques of the indigenous population are being abandoned in favor of the destructive techniques of monoculture and cattle raising. Remote sensing and Geographic Information System (GIS) analysis are being used to address issues in Maya archeology as well as monitor the effects of increasing deforestation in the area today. One thousand years ago the forests of the Peten were nearly destroyed by the ancient Maya who after centuries of successful adaptation finally overused their resources. Current inhabitants are threatening to do the same thing today in a shorter time period with a lesser population. Through the use of remote sensing/GIS analysis we are attempting to answer questions about the past in order to protect the resources of the future.
The Peten, northern Guatemala, was once inhabited by a population of several million Maya before their collapse in the 9th century AD. Although the seventh and eight centuries were a time of crowning glory for millions of Maya; by 930 A.D. only a few scattered houses remained. What is known, is that at the time of their collapse, the Maya had cut down most of their trees. After centuries of regeneration the Peten now represent the largest remaining tropical forest in Central America but is experiencing rapid deforestation in the wake of an invasion of settlers. The successful adaptive techniques of the indigenous population are being abandoned in favor of the destructive techniques of monoculture and cattle raising. These techniques also contribute to the destruction and looting of unrecorded archeological sites. Remote sensing and GIS analysis are being used to address issues in Maya archeology as well as monitor the effects of increasing deforestation in the area today. One thousand years ago the forests of the Peten were nearly destroyed by the ancient Maya, who, after centuries of successful adaptation, finally overused their resources. Current inhabitants are threatening to do the same thing today in a shorter time period with a lesser population. Through the use of remote sensing/GIS analysis we are attempting to answer questions about the past in order to protect the resources of the future.
The Peten, once inhabited by a population of several million before the collapse of the ancient Maya in the 10th and 11th centuries, is being repopulated toward its former demographic peak. Environmental dynamics, however, impose severe constraints to further development. Current practices in subsistence, commercial agriculture, and cattle raising are causing rapid deforestation on a scale that can only result in soil loss and regional degradation. In view of the current deforestation trends, the question emerges as to how millions of ancient Maya lived successfully in the area for centuries when relatively fewer occupants today threaten the sustainability of the landscape with current agricultural practices. The use of remote sensing technology is a cost-effective methodology for addressing issues in Maya archeology as well as monitoring the environmental impacts being experienced by the current population.
As technology progresses, so have the tools for data visualization. This project presents a digital twin model of the San Francisco airport displaying a 10-minute window of historical flight data, visualizing the trajectory data of airplanes and vehicles in three dimensions. Multiple different cameras where implemented to fully utilize the 3D visualization. This is a 100:1 feet scale model created in Autodesk Maya, using the airport center as the origin and recalculating all coordinates accordingly featuring the airport, some surrounding buildings, and the bay. For this project, six different models of airplanes were modeled at a 50:1 feet scale with texturing to mimic real-world aircraft models along with certain airlines. The animation is driven through archived data captured from NASA’s Sherlock Open-Data Portal, cleaned of noisy data points, processed into useable data formats, and implemented into a Maya ASCII file of animation paths with the corresponding previously-stated airplane models attached all using Java based conversion program.
CAD/CAE packages change on a continuous basis as the power of the tools increase to meet demands. End -users must adapt to new products as they come to market and replace legacy packages. CAE modeling has continued to evolve and is constantly becoming more detailed and complex. Though this comes at the cost of increased computing requirements Parallel processing coupled with appropriate hardware can minimize computation time. Users of Maya Thermal Model Generator (TMG) are faced with transitioning from NX I -deas to NX Space Systems Thermal (SST). It is important to understand what differences there are when changing software packages We are looking for consistency in results.
Advanced composite aircraft designs include fault-tolerant computer-based digital control systems with thigh reliability requirements for adverse as well as optimum operating environments. Since aircraft penetrate intense electromagnetic fields during thunderstorms, onboard computer systems maya be subjected to field-induced transient voltages and currents resulting in functional error modes which are collectively referred to as digital system upset. A methodology was developed for assessing the upset susceptibility of a computer system onboard an aircraft flying through a lightning environment. Upset error modes in a general-purpose microprocessor were studied via tests which involved the random input of analog transients which model lightning-induced signals onto interface lines of an 8080-based microcomputer from which upset error data were recorded. The application of Markov modeling to upset susceptibility estimation is discussed and a stochastic model development.
Satellite remote sensing technology is a tool with which archaeologists can, with relative ease, survey a region that is otherwise inaccessible. The northeast corner of the Yucatan Peninsula is such an area: it is isolated and sparsely inhabited, with dense forest and extensive swamps. From Cabo Catoche inland to Cancun, this remote corner of the ancient Maya world is virtually unexplored. Recent satellite images disclose evidence of past human activity in this unexplored region and offer a compelling argument for an archaeological reconnaissance.
The lunar telescope project was an excellent model for the CSTI study because a telescope is a very sensitive instrument, and thermal expansion or mechanical vibration of the mirror assemblies will rapidly degrade the resolution of the device. Consequently, the interactions are strongly coupled. The lunar surface experiences very large temperature variations that range from approximately -180 C to over 100 C. Although the optical assemblies of the telescopes will be well insulated, the temperature of the mirrors will inevitably fluctuate in a similar cycle, but of much smaller magnitude. In order to obtain images of high quality and clarity, allowable thermal deformations of any point on a mirror must be less than 1 micron. Initial estimates indicate that this corresponds to a temperature variation of much less than 1 deg through the thickness of the mirror. Therefore, a lunar telescope design will most probably include active thermal control, a means of controlling the shape of the mirrors, or a combination of both systems. Historically, the design of a complex vehicle was primarily a sequential process in which the basic structure was defined without concurrent detailed analyses or other subsystems. The basic configuration was then passed to the different teams responsible for each subsystem, and their task was to produce a workable solution without requiring major alterations to any principal components or subsystems. Consequently, the final design of the vehicle was not always the most efficient, owing to the fact that each subsystem design was partially constrained by the previous work. This procedure was necessary at the time because the analysis process was extremely time-consuming and had to be started over with each significant alteration of the vehicle. With recent advances in the power and capacity of small computers, and the parallel development of powerful software in structural, thermal, and control system analysis, it is now possible to produce very detailed analyses of intermediate designs in a much shorter period of time. The subsystems can thus be designed concurrently, and alterations in the overall design can be quickly adopted into each analysis; the design becomes an iterative process in which it is much easier to experiment with new ideas, configurations, and components. Concurrent engineering has the potential to produce efficient, highly capable designs because the effect of one subystem on another can be assessed in much more detail at a very early point in the program. The research program consisted of several tasks: scale a prototype telescope assembly to a 1 m aperture, develop a model of the telescope assembly by using finite element (FEM) codes that are available on site, determine structural deflections of the mirror surfaces due to the temperature variations, develop a prototype control system to maintain the proper shape of the optical elements, and most important of all, demonstrate the concurrent engineering approach with this example. In addition, the software used for the finite element models and thermal analysis was relatively new within the Program Development Office and had yet to be applied to systems this large or complex; understanding the software and modifying it for use with this project was also required. The I-DEAS software by Structural Dynamics Research Corporation (SDRC) was used to build the finite element models, and TMG developed by Maya Heat Transfer Technologies, Ltd. (which runs as an I-DEAS module) was used for the thermal model calculations. All control system development was accomplished with MATRIX(sub X) by Integrated Systems, Inc.
The concept of integrating ecological perspectives on early man's settlement patterns with advanced remote sensing technologies shows promise for predictive site modeling. Early work with aerial imagery and ecosystem analysis is discussed with respect to the development of a major project in Maya archaeology supported by NASA and the National Geographic Society with technical support from the Mississippi State Remote Sensing Center. A preliminary site reconnaissance model will be developed for testing during the 1991 field season.
Using a grant from NASA's Initiative to Develop Education through Astronomy and Space Science (IDEAS) program, we have developed an inter-disciplinary curriculum for middle-school students which targets both history and astronomy. Our curriculum explores the attitudes and techniques of ancient spiritual leaders, specifically those of the Maya and Inca cultures, who observed and tried to control the Sun. We wish students to understand the probable importance of astronomical observations to these ancient peoples. In addition, using the experience of an archaeologist, we show how modern techniques of viewing the Earth through satellite imagery, has allowed the re-discovery of ancient sites where solar observations and attempted manipulation of the universe took place. To contrast ancient observations of the Sun with modern ones, we use the experience of a solar astronomer and bring to the classroom up-to-date information about solar astronomy and the impact of solar activity on the Earth's environment. In this presentation, we will present fragments of our curriculum as well as results from pre- and post-tests given to participating groups of students. Finally, we will discuss comments from local middle-school teachers who were asked to evaluate our curriculum.
Leveraging funds from NASA's Initiative to Develop Education through Astronomy and Space Science (IDEAS) program, we combined the expertise of an archaeoastronomer, a solar scientist, and a teacher to trace humankind's view of the Sun and how that has changed, from the time of Stonehenge in about 1800 B.C.E., to the time of the Maya in 700 C.E., up to the modem era. Our program was aimed at middle-school students in an attempt to explain not only how science is done today, but how science has evolved from the observations of ancient societies. From these varied cultures, we touched on methods of observing the Sun, ideas of the composition of the Sun, and the relationship of the Sun to everyday life. Further, using the von Braun Astronomical Society's Planetarium in Huntsville, Alabama as a test-bed for the program, we illustrated concepts such as solstices, equinoxes, and local noon with approximately 800 eighth grade students from the local area. Our presentation to SEPA will include a description of NASA's IDEAS program and how to go about partnering with a NASA astronomer, some slides from our planetarium program and web-site, and some hands-on activities.
Landsat/Seasat remote sensing was used by Ames Research Center to evaluate environmental influence on ancient Mayan civilization. Over 35 archeological sites were imaged and valuable information concerning Maya settlement patterns, environment, and resource usage resulted. The imagery was also used by Mexican authorities to develop coastal management plans, establish Biosphere Reserves and assess damage from the 1988 Hurricane Gilbert. Imagery showed evidence of ancient coastlines, changes in sea level, an ancient river plain and Mayan canal systems. Previously unknown Mayan reservoirs were discovered. The project is considered a pioneering effort combining remote sensing, environmental studies and archeology.
Data from all current JPL missions are stored in files called SPICE kernels. At present, animators who want to use data from these kernels have to either read through the kernels looking for the desired data, or write programs themselves to retrieve information about all the needed objects for their animations. In this project, methods of automating the process of importing the data from the SPICE kernels were researched. In particular, tools were developed for creating basic scenes in Maya, a 3D computer graphics software package, from SPICE kernels.
NASA is committed to providing technological support and expertise to regional and national organizations for earth science monitoring and analysis. This commitment is exemplified by NASA's long-term relationship with Central America. The focus of these efforts has primarily been to measure the impact of human development on the environment and to provide data for the management of human settlement and expansion in the region. Now, NASA is planning to extend and expand this capability to other regions of the world including Africa and the Caribbean. NASA began using satellite imagery over twenty-five years ago to locate important Maya archeological sites in Mesoamerica and to quantify the affect of deforestation on those sites. Continuing that mission, NASA has partnered with the U.S. Agency for International Development (USAID), the World Bank, the Water Center for the Humid Tropics of Latin America and the Caribbean (CATHALAC) and the Central American Commission for Environment and Development (CCAD) to develop SERVIR (Sistema Regional de Visualizacion y Monitoreo), for the Mesoamerican Biological Corridor. SERVIR has become one of the most important aspects of NASA's geospatial efforts in Central America by establishing a common access portal for information that affects the lives, livelihood and future of everyone in the region. SERVIR, most commonly referred to as a regional visualization and monitoring system, is a scientific and technological platform that integrates satellite and other geospatial data sets to generate tools for improved decision-making capabilities. It has a collection of data and models that are easily accessible to earth science managers, first responders, NGO's (Non-Government Organizations) and a host of others. SERVIR is currently used to monitor and forecast ecological changes as well as provide information for decision support during severe events such as forest fires, red tides,and tropical storms. Additionally, SERVIR addresses the nine societal benefit areas of the Global Earth Observation System (GEOSS): disasters, ecosystems, biodiversity, weather, water, climate, health, agriculture and energy.
Roads are an essential feature in our daily lives. With the advances in computing technologies, 2D and 3D road models are employed in many applications, such as computer games and virtual environments. Traditional road models were generated by professional artists manually using modeling software tools such as Maya and 3ds Max. This approach requires both highly specialized and sophisticated skills and massive manual labor. Automatic road generation based on procedural modeling can create road models using specially designed computer algorithms or procedures, reducing the tedious manual editing needed for road modeling dramatically. But most existing procedural modeling methods for road generation put emphasis on the visual effects of the generated roads, not the geometrical and architectural fidelity. This limitation seriously restricts the applicability of the generated road models. To address this problem, this paper proposes a high-fidelity roadway generation method that takes into account road design principles practiced by civil engineering professionals, and as a result, the generated roads can support not only general applications such as games and simulations in which roads are used as 3D assets, but also demanding civil engineering applications, which requires accurate geometrical models of roads. The inputs to the proposed method include road specifications, civil engineering road design rules, terrain information, and surrounding environment. Then the proposed method generates in real time 3D roads that have both high visual and geometrical fidelities. This paper discusses in details the procedures that convert 2D roads specified in shape files into 3D roads and civil engineering road design principles. The proposed method can be used in many applications that have stringent requirements on high precision 3D models, such as driving simulations and road design prototyping. Preliminary results demonstrate the effectiveness of the proposed method.
The Distributed Observer network (DON) is a NASA-collaborative environment that leverages game technology to bring three-dimensional simulations to conventional desktop and laptop computers in order to allow teams of engineers working on design and operations, either individually or in groups, to view and collaborate on 3D representations of data generated by authoritative tools such as Delmia Envision, Pro/Engineer, or Maya. The DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3D visual environment. DON has been designed to enhance accessibility and user ability to observe and analyze visual simulations in real time. A variety of NASA mission segment simulations [Synergistic Engineering Environment (SEE) data, NASA Enterprise Visualization Analysis (NEVA) ground processing simulations, the DSS simulation for lunar operations, and the Johnson Space Center (JSC) TRICK tool for guidance, navigation, and control analysis] were experimented with. Desired functionalities, [i.e. Tivo-like functions, the capability to communicate textually or via Voice-over-Internet Protocol (VoIP) among team members, and the ability to write and save notes to be accessed later] were targeted. The resulting DON application was slated for early 2008 release to support simulation use for the Constellation Program and its teams. Those using the DON connect through a client that runs on their PC or Mac. This enables them to observe and analyze the simulation data as their schedule allows, and to review it as frequently as desired. DON team members can move freely within the virtual world. Preset camera points can be established, enabling team members to jump to specific views. This improves opportunities for shared analysis of options, design reviews, tests, operations, training, and evaluations, and improves prospects for verification of requirements, issues, and approaches among dispersed teams.
The main objective of the Holodeck Testbed is to create a cost effective, realistic, and highly immersive environment that can be used to train astronauts, carry out engineering analysis, develop procedures, and support various operations tasks. Currently, the Holodeck testbed allows to step into a simulated ISS (International Space Station) and interact with objects; as well as, perform Extra Vehicular Activities (EVA) on the surface of the Moon or Mars. The Holodeck Testbed is using the products being developed in the Hybrid Reality Lab (HRL). The HRL is combining technologies related to merging physical models with photo-realistic visuals to create a realistic and highly immersive environment. The lab also investigates technologies and concepts that are needed to allow it to be integrated with other testbeds; such as, the gravity offload capability provided by the Active Response Gravity Offload System (ARGOS). My main two duties were to develop and animate models for use in the HRL environments and work on a new way to interface with computers using Brain Computer Interface (BCI) technology. On my first task, I was able to create precise computer virtual tool models (accurate down to the thousandths or hundredths of an inch). To make these tools even more realistic, I produced animations for these tools so they would have the same mechanical features as the tools in real life. The computer models were also used to create 3D printed replicas that will be outfitted with tracking sensors. The sensor will allow the 3D printed models to align precisely with the computer models in the physical world and provide people with haptic/tactile feedback while wearing a VR (Virtual Reality) headset and interacting with the tools. Getting close to the end of my internship the lab bought a professional grade 3D Scanner. With this, I was able to replicate more intricate tools at a much more time-effective rate. The second task was to investigate the use of BCI to control objects inside the hybrid reality ISS environment. This task looked at using an Electroencephalogram (EEG) headset to collect brain state data that could be mapped to commands that a computer could execute. On this Task, I had a setback with the hardware, which stopped working and was returned to the vendor for repair. However, I was still able to collect some data, was able to process it, and started to create correlation algorithms between the electrical patterns in the brain and the commands we wanted the computer to carry out. I also carried out a test to investigate the comfort of the headset if it is worn for a long time. The knowledge gained will benefit me in my future career. I learned how to use various modeling and programming tools that included Blender, Maya, Substance Painter, Artec Studio, Github, and Unreal Engine 4. I learned how to use a professional grade 3D scanner and 3D printer. On the BCI Project I learned about data mining and how to create correlation algorithms. I also supported various demos including a live demo of the hybrid reality lab capabilities at ComicPalooza. This internship has given me a good look into engineering at NASA. I developed a more thorough understanding of engineering and my overall confidence has grown. I have also realized that any problem can be fixed, if you try hard enough, and as an engineer it is your job to not only fix problems but to embrace coming up with solutions to those problems.