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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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Group 2: Real time LOFT operations

All LOFT scenarios should be constructed so as to provide the highest degree of realism that is economically, technically, and operationally feasible. The more realistic the situation, the faster the crew will adjust their thinking and provide reactions which would be typical of a line-flight orientation. The goal is to produce crew performance which would be typical of a crew on an actual line flight, given the same set of circumstances that were developed during the scenario. The briefing which is provided to the crew before entering the simulator for LOFT, the trip papers, the communications throughout the flight, the role played by the instructor, and so on, are important factors, crucial to the establishment and maintenance of a high degree of realism. Crews should have all manuals and other required equipment for a normal line-flight.

Cavanagh, D.↗

Comparison of ocean surface solar irradiance in the GLA General Circulation Model and satellite-based calculations

A global, 7-year satellite-based record of ocean surface solar irradiance (SSI) is used to assess the realism of ocean SSI simulated by the nine-layer Goddard Laboratory for Atmospheres (GLA) General Circulation Model (GCM). January and July climatologies of net SSI produced by the model are compared with corresponding satellite climatologies for the world oceans between 54 deg N and 54 deg S. This comparison of climatologies indicates areas of strengths and weaknesses in the GCM treatment of cloud-radiation interactions, the major source of model uncertainty. Realism of ocean SSI is also important for applications such as incorporating the GLA GCM into a coupled ocean-atmosphere GCM. The results show that the GLA GCM simulates too much SSI in the extratropics and too little in the tropics, especially in the summer hemisphere. These discrepancies reach magnitudes of 60 W/sq m and more. The discrepancies are particularly large in the July case off the western coast of North America. Positive and negative discrepancies in SSI are shown to be consistent with discrepancies in planetary albedo.

Chertock, Beth↗

Predicting Decade-to-Century Climate Change: Prospects for Improving Models

Recent research has led to a greatly increased understanding of the uncertainties in today's climate models. In attempting to predict the climate of the 21st century, we must confront not only computer limitations on the affordable resolution of global models, but also a lack of physical realism in attempting to model key processes. Until we are able to incorporate adequate treatments of critical elements of the entire biogeophysical climate system, our models will remain subject to these uncertainties, and our scenarios of future climate change, both anthropogenic and natural, will not fully meet the requirements of either policymakers or the public. The areas of most-needed model improvements are thought to include air-sea exchanges, land surface processes, ice and snow physics, hydrologic cycle elements, and especially the role of aerosols and cloud-radiation interactions. Of these areas, cloud-radiation interactions are known to be responsible for much of the inter-model differences in sensitivity to greenhouse gases. Recently, we have diagnostically evaluated several current and proposed model cloud-radiation treatments against extensive field observations. Satellite remote sensing provides an indispensable component of the observational resources. Cloud-radiation parameterizations display a strong sensitivity to vertical resolution, and we find that vertical resolutions typically used in global models are far from convergence. We also find that newly developed advanced parameterization schemes with explicit cloud water budgets and interactive cloud radiative properties are potentially capable of matching observational data closely. However, it is difficult to evaluate the realism of model-produced fields of cloud extinction, cloud emittance, cloud liquid water content and effective cloud droplet radius until high-quality measurements of these quantities become more widely available. Thus, further progress will require a combination of theoretical and modeling research, together with intensified emphasis on both in situ and space-based remote sensing observations.

Somerville, Richard C. J.↗

Can High-resolution WRF Simulations Be Used for Short-term Forecasting of Lightning?

A number of research teams have begun to make quasi-operational forecast simulations at high resolution with models such as the Weather Research and Forecast (WRF) model. These model runs have used horizontal meshes of 2-4 km grid spacing, and thus resolved convective storms explicitly. In the light of recent global satellite-based observational studies that reveal robust relationships between total lightning flash rates and integrated amounts of precipitation-size ice hydrometeors in storms, it is natural to inquire about the capabilities of these convection-resolving models in representing the ice hydrometeor fields faithfully. If they do, this might make operational short-term forecasts of lightning activity feasible. We examine high-resolution WRF simulations from several Southeastern cases for which either NLDN or LMA lightning data were available. All the WRF runs use a standard microphysics package that depicts only three ice species, cloud ice, snow and graupel. The realism of the WRF simulations is examined by comparisons with both lightning and radar observations and with additional even higher-resolution cloud-resolving model runs. Preliminary findings are encouraging in that they suggest that WRF often makes convective storms of the proper size in approximately the right location, but they also indicate that higher resolution and better hydrometeor microphysics would be helpful in improving the realism of the updraft strengths, reflectivity and ice hydrometeor fields.

Goodman, S. J.↗

Intelligent Motion and Interaction Within Virtual Environments

What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

Ellis, Stephen R.↗

Intelligent Entity Behavior Within Synthetic Environments

This paper describes some elements in the development of realistic performance and behavior in the synthetic entities (players) which support Modeling and Simulation (M&S) applications, particularly military training. Modern human-in-the-loop (virtual) training systems incorporate sophisticated synthetic environments, which provide: 1. The operational environment, including, for example, terrain databases; 2. Physical entity parameters which define performance in engineered systems, such as aircraft aerodynamics; 3. Platform/system characteristics such as acoustic, IR and radar signatures; 4. Behavioral entity parameters which define interactive performance, including knowledge/reasoning about terrain, tactics; and, 5. Doctrine, which combines knowledge and tactics into behavior rule sets. The resolution and fidelity of these model/database elements can vary substantially, but as synthetic environments are designed to be compose able, attributes may easily be added (e.g., adding a new radar to an aircraft) or enhanced (e.g. Amending or replacing missile seeker head/ Electronic Counter Measures (ECM) models to improve the realism of their interaction). To a human in the loop with synthetic entities, their observed veridicality is assessed via engagement responses (e.g. effect of countermeasures upon a closing missile), as seen on systems displays, and visual (image) behavior. The realism of visual models in a simulation (level of detail as well as motion fidelity) remains a challenge in realistic articulation of elements such as vehicle antennae and turrets, or, with human figures; posture, joint articulation, response to uneven ground. Currently the adequacy of visual representation is more dependant upon the quality and resolution of the physical models driving those entities than graphics processing power per Se. Synthetic entities in M&S applications traditionally have represented engineered systems (e.g. aircraft) with human-in-the-loop performance characteristics (e.g. visual acuity) included in the system behavioral specification. As well, performance affecting human parameters such as experience level, fatigue and stress are coming into wider use (via AI approaches) to incorporate more uncertainty as to response type as well as performance (e.g. Where an opposing entity might go and what it might do, as well as how well it might perform).

Kruk, R. V.↗

Filter Tuning Using the Chi-Squared Statistic

This paper examines the use of the Chi-square statistic as a means of evaluating filter performance. The goal of the process is to characterize the filter performance in the metric of covariance realism. The Chi-squared statistic is the value calculated to determine the realism of a covariance based on the prediction accuracy and the covariance values at a given point in time. Once calculated, it is the distribution of this statistic that provides insight on the accuracy of the covariance. The process of tuning an Extended Kalman Filter (EKF) for Aqua and Aura support is described, including examination of the measurement errors of available observation types, and methods of dealing with potentially volatile atmospheric drag modeling. Predictive accuracy and the distribution of the Chi-squared statistic, calculated from EKF solutions, are assessed.

Filter Tuning↗

TPSAS-NF1676L-17560-DND

There has been much work in the past few years updating direct simulation Monte Carlo (DSMC) algorithms and phenomenological models. Algorithmic advances[1] have allowed simulations to be run more efficiently reducing the time to solution as well as allowing simulations to be run at lower altitudes because of the increased efficiency. Improved phenomenological models have focused on chemistry[2, 3] and internal energy modes[4, 5] and have had a profound effect on DSMC simulations by way of expanded physical realism[6] and computational speed. The DAC software[7, 8] has been widely adopted and performs well the jobs it was designed to do, but upgrading DAC to take advantage of these modeling advances has proven difficult due to a lack of modularity in the code base. Agency investment in DSMC code development has been almost non-existent for the past two decades. DAC was developed in the 1990?s at LaRC and has seen little improvement since. However, NASA is currently (under the Hypersonics Entry, Descent and Landing program) investing in the possibility of a stand-alone code to incorporate recent developments to expand physical realism, time to solution, and expand the range of usefulness of DSMC (both in velocity space and altitude).

Derek S Liechty↗

Realistic Covariance Generation for the GPM Spacecraft

A covariance realism process for NASA's Global Precipitation Measurement (GPM) spacecraft is detailed. The GPM spacecraft is in a low earth orbit, and performs collision avoidance maneuvers few times a year. Currently GPM is below the International Space Station (ISS). So, in addition to cataloged debris objects, GPM must contend with smallsat/cubesat objects that are deployed from the ISS. Both operational scenarios require complete knowledge of the expected GPM prediction errors as a function of time. In this study, we present a method for generating realistic predicted covariance that uses linear propagation of the covariance with the addition of process noise. Further analyses are presented for the process noise ''tuning'' that generates an inflation factor based on the observed error statistics of the predictive satellite trajectories when compared to the definitive ones. Different tuning strategies are considered and compared via a Goodness-of-Fit testing for the Gaussian properties of the scaled covariance. SpaceNav's realistic covariance generation approach takes into account the contribution of predicted maneuver errors in the increased propagation uncertainty. Corresponding maneuver uncertainty is injected into the state uncertainty, and is used within the collision avoidance process to determine the collision risk for close approach events that follow a maneuver. This is a critical step in the maneuver planning process that provides the satellite operator with an accurate quantification of the collision probability for planned maneuvers. Using this information, an informed decision can be made to proceed with a maneuver if the collision risk is acceptable. This approach is validated by Monte-Carlo simulations and results are presented.

spacecraft uncertainty propagation↗

Robot, computer problem solving system

The TENEX computer system, the ARPA network, and computer language design technology was applied to support the complex system programs. By combining the pragmatic and theoretical aspects of robot development, an approach is created which is grounded in realism, but which also has at its disposal the power that comes from looking at complex problems from an abstract analytical point of view.

Becker, J. D.↗

Modelling atmospheric turbulence for a motion-based simulator

The background information in establishing several proposed atmospheric turbulence models for use on motion based aircraft simulators was documented. A specific model was proposed which, in addition to varying turbulence intensity (rms velocity), varies the atmospheric turbulence scale length to achieve compatibility with real atmospheric turbulence. With a suitable combination of scale length and intensity distribution, the model will simulate various atmospheric conditions characterized by altitude, stability, and terrain. The model is mechanized to be included in a flight simulator experiment in order to determine to what extent the pilots are sensitive to changes in atmospheric conditions and the realism of the model. The following topics were covered: literature survey, presently used techniques, proposed model, and simulation details.

Jacobson, I. D.↗

An improved human display model for occupant crash simulation programs

An improved three-dimensional display model of a human being which can be used to display the results of three-dimensional simulation programs that predict the positions of an occupant during impact of a vehicle was presented. The model allows the user to view the occupant from any orientation in any position during the crash. The display model assumes the usual break up of the body into rigid segments which is normal for occupant crash simulation programs, but the shape of the segments in the display model are not necessarily the same as those used in the crash simulation. The display model is proportioned so as to produce a realistic drawing of the human body in any position. Joints connecting the segments are also drawn to improve realism.

Willmert, K. D.↗

Development and application of an atmospheric turbulence model for use in flight simulators in flight simulators

The influence of simulated turbulence on aircraft handling qualities was investigated. Pilot opinion of the handling qualities of a light general aviation aircraft were evaluated in a motion-base simulator using a simulated turbulence environment. A realistic representation of turbulence disturbances is described in terms of rms intensity and scale length and their random variations with time. The time histories generated by the proposed turbulence models showed characteristics which appear to be more similar to real turbulence than the frequently-used Gaussian turbulence model. In addition, the proposed turbulence models can flexibly accommodate changes in atmospheric conditions and be easily implemented in flight simulator studies. Six turbulence time histories, including the conventional Gaussian model, were used in an IFR-tracking task. The realism of each of the turbulence models and the handling qualities of the simulated airplane were evaluated. Analysis of pilot opinions shows that at approximately the same rms intensities of turbulence, the handling quality ratings transit from the satisfactory level, for the simple Gaussian model, to an unacceptable level for more realistic and compositely structured turbulence models.

Jacobson, I. D.↗

Visual space perception on a computer graphics night visual attachment

A series of experiments was conducted to compare five psychophysical methods of measuring how people perceive visual space in simulators. Psychologists have used such methods traditionally to measure visual space perception in the real world. Of the five tasks - objective-size judgments, angular-size judgments, shape judgments, slant judgments, and distance judgments - only the angular-size judgment task proved to be of potential use as a measure of simulator realism. In this experiment pilots estimated the relative angular size of triangles placed at various distances along a simulated runway. Estimates made when the display was collimated were closer to real-world performance than estimates made with an uncollimated display.

Palmer, E.↗

Computer-generated, calligraphic, full-spectrum color system for visual simulation landing approach maneuvers

The calligraphic chromatic projector described was developed to improve the perceived realism of visual scene simulation ('out-the-window visuals'). The optical arrangement of the projector is illustrated and discussed. The device permits drawing 2000 vectors in as many as 500 colors, all above critical flicker frequencies, and use of high scene resolution and brightness at an acceptable level to the pilot, with the maximum system capabilities of 1000 lines and 1000 fL. The device for generating the colors is discussed, along with an experiment conducted to demonstrate potential improvements in performance and pilot opinion. Current research work and future research plans are noted.

Chase, W. D.↗

Design and analysis of supersonic aircraft

Integrated system of computer programs, developed for design and analysis of supersonic configurations, uses linearized-theory methods to calculate surface pressures and uses supersonic area-rule concepts in combination with linearized theory to calculate aerodynamic force coefficients. Programs include constraints on linear theory methods to provide physical realism. Package proves useful for any type of supersonic configuration.

Coleman, J. L.↗