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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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At least 37 records · Page 2

Survey of Hand Controllers for Teleoperation

Report surveys handgrip designs, control-input devices, and control strategies. 83-page report presents comprehensive survey of hand-controller technology in three major categories: handgrip design, control-input devices, and control strategies. Approach taken in review to identify and describe existing handgrips, control-input devices and control strategies, and new components and techniques that become elements of advanced hand controllers to satisfy increasing performance requirements for teleoperation in future.

Brooks, T. L.↗

Method of Controlling Steering of a Ground Vehicle

A method of controlling steering of a vehicle through setting wheel angles of a plurality of modular electronic corner assemblies (eModules) is provided. The method includes receiving a driving mode selected from a mode selection menu. A position of a steering input device is determined in a master controller. A velocity of the vehicle is determined, in the master controller, when the determined position of the steering input device is near center. A drive mode request corresponding to the selected driving mode to the plurality of steering controllers is transmitted to the master controller. A required steering angle of each of the plurality of eModules is determined, in the master controller, as a function of the determined position of the steering input device, the determined velocity of the vehicle, and the selected first driving mode. The eModules are set to the respective determined steering angles.

Dawson, Andrew D.↗

Evaluation of X-38 Crew Return Vehicle Input Control Devices in a Microgravity Environment

This report was created by students from Longview High School, Longview, Texas. Longview High School was selected from a group of Texas high schools to participate in the 1999 Texas Fly High Program. This program gives Texas high school students a chance to work with NASA engineers to design and fly a real-world experiment aboard the KC-135 during zero-g parabolas. Jeffrey Fox's role was to provide a concept for the experiment and to mentor the students in its design and testing. The students were responsible for executing all phases of the project. The X-38 Project Office at the Lyndon B. Johnson Space Center Johnson Space is designing a crew return vehicle (CRV) to be docked at the International Space Station for crew rescue in an emergency. Vehicle controls will be almost completely automated, but a few functions will be manually controlled. Four crew input control devices were selected for evaluation by Longview High School students as part of the 1999 Texas Fly High program. These were (1) Logitech Trackman Marble (optical trackball), (2) Smart Cat Touchpad. (3) Microsoft SideWinder 3D-Pro Joystick, and (4) Microsoft SideWinder Gamepad. In two flight tests in the KC-135 aircraft and a series of ground tests, the devices were evaluated for ability to maneuver an on-screen cursor, level of accuracy, ease of handling blind operations, and level of user comfort in microgravity. The tests results led to recommendation of further tests with the Joystick and the Trackman by astronauts and actual space station residents.

Welge, Kirsten↗

Hand Controller Assembly

A user input device for a vehicular electrical system is provided. The user input device includes a handle sized and shaped to be gripped by a human hand and a gimbal assembly within the handle. The gimbal assembly includes a first gimbal component, a second gimbal component coupled to the first gimbal component such that the second gimbal component is rotatable relative to the first gimbal component about a first axis, and a third gimbal component coupled to the second gimbal component such that the third gimbal component is rotatable relative to the second gimbal component about a second axis.

Bandera, Pablo↗

A methodology to emulate and evaluate a productive virtual workstation

The Advanced Display and Computer Augmented Control (ADCACS) Program at ACT is sponsored by NASA Ames to investigate the broad field of technologies which must be combined to design a 'virtual' workstation for the Space Station Freedom. This program is progressing in several areas and resulted in the definition of requirements for a workstation. A unique combination of technologies at the ACT Laboratory have been networked to effectively create an experimental environment. This experimental environment allows the integration of nonconventional input devices with a high power graphics engine within the framework of an expert system shell which coordinates the heterogeneous inputs with the 'virtual' presentation. The flexibility of the workstation is evolved as experiments are designed and conducted to evaluate the condition descriptions and rule sets of the expert system shell and its effectiveness in driving the graphics engine. Workstation productivity has been defined by the achievable performance in the emulator of the calibrated 'sensitivity' of input devices, the graphics presentation, the possible optical enhancements to achieve a wide field of view color image and the flexibility of conditional descriptions in the expert system shell in adapting to prototype problems.

Krubsack, David↗

Method and Apparatus for Encouraging Physiological Self-Regulation Through Modulation of an Operator's Control Input to a Video Game or Training Simulator

Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).

Olafur S Palsson↗

Hand controllers for teleoperation. A state-of-the-art technology survey and evaluation

Hand controller technology for teleoperation is surveyed in three major catagories: (1) hand grip design, (2) control input devices, and (3) control strategies. In the first category, 14 hand grip designs are reviewed and evaluated in light of human factor considerations. In the second, 12 hand controller input devices are evaluated in terms of task performance, configuration and force feedback, controller/slave correspondence, operating volume, operator workload, human limitations, cross coupling, singularities, anthropomorphic characteristics, physical complexity, control/display interference, accuracy, technological base, cost, and reliability. In the third catagory, control strategies, commonly called control modes, are surveyed and evaluated. The report contains a bibliography with 189 select references on hand controller technology.

Brooks, T. L.↗

A user's guide for DTIZE an interactive digitizing and graphical editing computer program

A guide for DTIZE, a two dimensional digitizing program with graphical editing capability, is presented. DTIZE provides the capability to simultaneously create and display a picture on the display screen. Data descriptions may be permanently saved in three different formats. DTIZE creates the picture graphics in the locator mode, thus inputting one coordinate each time the terminator button is pushed. Graphic input devices (GIN) are also used to select function command menu. These menu commands and the program's interactive prompting sequences provide a complete capability for creating, editing, and permanently recording a graphical picture file. DTIZE is written in FORTRAN IV language for the Tektronix 4081 graphic system utilizing the Plot 80 Distributed Graphics Library (DGL) subroutines. The Tektronix 4953/3954 Graphic Tablet with mouse, pen, or joystick are used as graphics input devices to create picture graphics.

Thomas, C. C.↗

Modular Robotic Vehicle

A modular robotic vehicle includes a chassis, driver input devices, an energy storage system (ESS), a power electronics module (PEM), modular electronic assemblies (eModules) connected to the ESS via the PEM, one or more master controllers, and various embedded controllers. Each eModule includes a drive wheel containing a propulsion-braking module, and a housing containing propulsion and braking control assemblies with respective embedded propulsion and brake controllers, and a mounting bracket covering a steering control assembly with embedded steering controllers. The master controller, which is in communication with each eModule and with the driver input devices, communicates with and independently controls each eModule, by-wire, via the embedded controllers to establish a desired operating mode. Modes may include a two-wheel, four-wheel, diamond, and omni-directional steering modes as well as a park mode. A bumper may enable docking with another vehicle, with shared control over the eModules of the vehicles.

Borroni-Bird, Christopher E.↗

APOLLO: a facility-scale differentiable virtual accelerator at Fermilab FAST/IOTA

As the design complexity of modern accelerators grows, there is more interest in using advanced simulations that have fast execution time or yield additional insights like gradients. The FAST/IOTA facility has been working on implementing and experimentally validating an end-to-end digital twin that is both fast and gradient-aware, allowing for rapid prototyping of new software and experiments with minimal beam time costs. Our framework integrates physics and ML codes for linac and ring simulation through a set of generic interfaces between surrogate and physics-based sections. To reproduce device inputs and outputs, system state is exposed as a deterministic event loop in a specialized discrete event simulator architecture. Because Fermilab is undergoing control system transition, several APIs were implemented as final user interfaces - a fully asynchronous EPICS soft IOC, a gRPC-based Data Pool Manager (DPM), and legacy ACNET protocols. We discuss implementation details as well as challenges handling live data assimilation and future plans to extend modelling to main complex proton accelerators like PIPII and Booster.

Kuklev, Nikita [Fermilab]↗

Three Degree of Freedom Parallel Mechanical Linkage

A three degree of freedom parallel mechanism or linkage that couples three degree of freedom translational displacements at an endpoint, such as a handle, a hand grip, or a robot tool, to link rotations about three axes that are fixed with respect to a common base or ground link. The mechanism includes a three degree of freedom spherical linkage formed of two closed loops, and a planar linkage connected to the endpoint. The closed loops are rotatably interconnected, and made of eight rigid links connected by a plurality of single degree of freedom revolute joints. Three of these revolute joints are base joints and are connected to a common ground. such that the axis lines passing through the revolute joints intersect at a common fixed center point K forming the center of a spherical work volume in which the endpoint is capable of moving. 'Me three degrees of freedom correspond to the spatial displacement of the endpoint, for instance. The mechanism provides a new overall spatial kinematic linkage composed of a minimal number of rigid links and rotary joints. The mechanism has improved mechanical stiffness, and conveys mechanical power bidirectionally between the human operator and the electromechanical actuators. It does not require gears, belts. cable, screw or other types of transmission elements, and is useful in applications requiring full backdrivability. Thus, this invention can serve as the mechanical linkage for actively powered devices such as compliant robotic manipulators and force-reflecting hand controllers, and passive devices such as manual input devices for computers and other systems.

Adelstein, Bernard D.↗

A real-time optical data processing device

A novel liquid-crystal electro-optical device useful as a real-time input device in coherent optical data processing is described. The device is a special adaptation of an ac photoactivated liquid-crystal light valve, and utilizes a hybrid field effect (45 deg twisted nematic effect in OFF state and pure optical birefringence of the liquid crystal in ON state). A thin-film sandwich exerts photoelectric control over the optical birefringence of a thin liquid-crystal layer. Liquid-crystal layer thickness is successfully reduced without image degradation. The device offers high resolution (better than 100 lines/mm), contrast (better than 100/1), high speed (10 msec ON, 15 msec OFF), high input sensitivity, low power input, low fabrication cost, and can be operated at below 10 V rms. Preliminary measurements on device performance in level slicing, filtering, contrast reversal, and edge enhancement are under way.

Jacobson, A.↗

Generative memory for lifelong machine learning

Techniques are disclosed for training machine learning systems. An input device receives training data comprising pairs of training inputs and training labels. A generative memory assigns training inputs to each archetype task of a plurality of archetype tasks, each archetype task representative of a cluster of related tasks within a task space and assigns a skill to each archetype task. The generative memory generates, from each archetype task, auxiliary data comprising pairs of auxiliary inputs and auxiliary labels. A machine learning system trains a machine learning model to apply a skill assigned to an archetype task to training and auxiliary inputs assigned to the archetype task to obtain output labels corresponding to the training and auxiliary labels associated with the training and auxiliary inputs assigned to the archetype task to enable scalable learning to obtain labels for new tasks for which the machine learning model has not previously been trained.

Nadamuni Raghavan, Aswin↗

A real-time optical data processing device

The design, operation, and structure of the hybrid field effect light valve, a real-time input device for application to coherent optical data processing (CODP), is described. The device consists of a sandwich of thin films that electrically control the optical birefringence of a thin (2 micrometer) liquid crystal layer. It has high resolution (greater than 100 1/mm), contrast ratio (greater than 100:1), speed (10 sec on, 15 sec off) and input sensitivity (about 0.3 ergs/sq cm) in addition to cost and size advantages. Performance data for a laboratory model are presented.

Jacobson, A.↗

RanCompute: Computational Security in Embedded Devices via Random Input and Output Encodings

An embedded device in an insecure environment is subject to additional security risk through capture and reverse-engineering by a capable adversary. If this device contains a microchip performing sensitive computations, capture of the chip may leak functionality to an adversary. In this paper we propose a novel method in which we randomly encode the input operands and the outputs of a computation, thus not revealing the arithmetic operations being performed. The operations are sequenced in a graph representing the overall application. Once the initialization values are overwritten and lost, the results of these computations are indecipherable by the device performing the calculations as well as by any adversary. The result is transmitted back to a secure server which has stored the initialization values and so can decode the results which appear random to the adversary.

Embedded computing↗

Analog table look-up device identifies unknown terrain

Table provides a probability map defining unknown terrain in terms of known terrain inputs. Device consists of analog transformation network and flying spot scanner. Information is useful to manufacturers and users of remote sensing equipment and applies to automated quality control.

Dye, R. H.↗

Simulation of Physical Experiments in Immersive Virtual Environments

An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.

Noor, Ahmed K.↗

Neuroelectric Virtual Devices

This paper presents recent results in neuroelectric pattern recognition of electromyographic (EMG) signals used to control virtual computer input devices. The devices are designed to substitute for the functions of both a traditional joystick and keyboard entry method. We demonstrate recognition accuracy through neuroelectric control of a 757 class simulation aircraft landing at San Francisco International Airport using a virtual joystick as shown. This is accomplished by a pilot closing his fist in empty air and performing control movements that are captured by a dry electrode array on the arm which are then analyzed and routed through a flight director permitting full pilot outer loop control of the simulation. We then demonstrate finer grain motor pattern recognition through a virtual keyboard by having a typist tap his traders on a typical desk in a touch typist position. The EMG signals are then translated to keyboard presses and displayed. The paper describes the bioelectric pattern recognition methodology common to both examples. Figure 2 depicts raw EMG data from typing, the numeral '8' and the numeral '9'. These two gestures are very close in appearance and statistical properties yet are distinguishable by our hidden Kharkov model algorithms. Extensions of this work to NASA emissions and robotic control are considered.

Wheeler, Kevin↗