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At least 37 records · Page 2

Spacecraft Formation Flying: An Overview of Missions and Technologies

Over the next two decades a revolution is likely to occur in how remote sensing of Earth, other planets or bodies, and a range of phenomena in the universe is performed from space. In particular, current launch vehicle fairing volume and mass constraints will continue to restrict the size of monolithic telescope apertures which can be launched to accommodate only slightly more performance capability than is achievable today, such as by the Hubble Space Telescope. Systems under formulation today, such as the James Webb Space Telescope, will be able to increase aperture size and, hence, imaging resolution, by deploying segmented optics. However, this approach is limited as well, by our ability to control such segments to optical tolerances over long distances with highly uncertain structural dynamics connecting them. Consequently, for orders of magnitude improved resolution as required for imaging black holes, imaging planets, or performing asteroseismology, the only viable approach will be to fly a collection of spacecraft in formation to synthesize a virtual segmented telescope or interferometer with very large baselines. This presentation highlights some of the strategic science missions planned in the National Aeronautics and Space Administration, and identifies some of the critical technologies needed to enable some of the most challenging space missions ever conceived which have realistic hopes of flying.

Leitner, Jesse↗

The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope Control Center System

This is a report to the Third Annual International Virtual Company Conference, on The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope (HST) Control Center System. It begins with a HST Science "Commercial": Brief Tour of Our Universe showing various pictures taken from the Hubble Space Telescope. The presentation then reviews the project background and goals. Evolution of the Control Center System ("CCS Inc.") is then reviewed. Topics of Interest to "virtual companies" are reviewed: (1) "How To Choose A Team" (2) "Organizational Model" (3) "The Human Component" (4) "'Virtual Trust' Among Teaming Companies" (5) "Unique Challenges to Working Horizontally" (6) "The Cultural Impact" (7) "Lessons Learned".

Lehtonen, Ken↗

A TREETOPS simulation of the Hubble Space Telescope-High Gain Antenna interaction

Virtually any project dealing with the control of a Large Space Structure (LSS) will involve some level of verification by digital computer simulation. While the Hubble Space Telescope might not normally be included in a discussion of LSS, it is presented to highlight a recently developed simulation and analysis program named TREETOPS. TREETOPS provides digital simulation, linearization, and control system interaction of flexible, multibody spacecraft which admit to a point-connected tree topology. The HST application of TREETOPS is intended to familiarize the LSS community with TREETOPS by presenting a user perspective of its key features.

Sharkey, John P.↗

Sensors for Precise Tracking

Sun-sensor optical system uses four pairs of pentaprisms to simplify alinement and reduce mechanical-stability requirements. Cross-shaped windows in field stop enhance sensitivity of signal detectors to changes in angular position. Two virtual images viewed by telescopes mark position and orientation of occulter panel. Reflector vertex, point source and corresponding virtual image are all equally spaced along a straight line.

Zehnpfenning, T. F.↗

Primary Objective Grating Astronomical Telescope

It has been 370 years since a seventeenth century French mathematician, Mersenne, presciently sketched out an astronomical telescope based on dual parabolic reflectors. Since that time the concept of the primary objective has been virtually unchanged. Now a new class of astronomical telescope with a primary objective grating (POG) has been studied as an alternative. The POG competes with mirrors, in part, because diffraction gratings provide the very chromatic dispersion that mirrors defeat. The resulting telescope deals effectively with long-standing restrictions on multiple object spectroscopy (MOS). Other potential benefits include unprecedented apertures and collection areas. The new design also favors space deployment as a gossamer membrane. The inventor, Tom Ditto, first discovered that higher-order diffraction images contain hidden depth cues, for which he was granted a seminal range finding patent in 1987. Subsequently, he invented and patented 3D localizers, profilometers and microscopes using POGs. The POG telescope was placed in the public domain to expedite research. The function of a telescopes primary objective is to collect flux and to deliver images. Both functions dictate that size matters, and bigger is better. For that reason, there has been a steady push over the past century to ramp up the size of the primary mirror. However, for every doubling of mirror diameter, the elapsed time between initial effort and first light has also doubled. Meanwhile, costs escalated beyond the mirror alone, because larger instruments required larger enclosures and better pointing mechanisms. One key catalog of observation, spectrographic data, is far more difficult to amass than two-dimensional imagery. While the number of observable objects has increased with mirror size, the capacity to take spectra has not increased proportionately. In the best of circumstances, spectrograms are available for one per cent of the all objects surveyed. Spectroscopy was a historical afterthought introduced in the nineteenth century shortly after the invention of the diffraction grating and over a century after Newtons 1670 telescope. Spectroscopy is generally accomplished using a diffraction grating as the disperser in the secondary. The light being delivered to the spectrograph is first captured by a primary mirror which provides no chromatic magnification by itself. Sizeable spectrographs could not be deployed while diffraction gratings were rare commodities scribed using mechanical ruling engines that produced one grating line at a time. Today diffraction gratings are commonplace. Their recent availability is a product of both the invention of holography and the mass replication of surface microstructures. Holography permits all lines in a grating to be made simultaneously in a single photographic exposure. Holograms can then be reproduced by embossing processes. The improvement in replication is analogous to how Gutenberg changed the availability of books. The masters may be expensive, but the copies are not. Computer science is another technology that emerged in the second half of the twentieth century without which our proposed spectrographic instrument could not function due to the complexity of image processing required in data reduction. The employment of very large diffraction gratings as primary objectives for astronomical telescopes requires a novel

spectroscopy↗

Formation metrology and control for large separated optics space telescopes

In this paper we present formation flying performance analysis initial results for a representative large space telescope composed of separated optical elements [Mett 02]. A virtual-structure construct (an equivalent rigid body) is created by unique metrology and control that combines both centralized and decentralized methods. The formation may be in orbit at GEO for super-resolution Earth observation, as in the case of Figure 1, or it may be in an Earth-trailing orbit for astrophysics, Figure 2. Extended applications are envisioned for exo-solar planet interferometric imaging by a formation of very large separated optics telescopes, Figure 3. Space telescopes, with such large apertures and f/10 to f/100 optics, are not feasible if connected by massive metering structures. Instead, the new virtual-structure paradigm of information and control connectivity between the formation elements provides the necessary spatial rigidity and alignment precision for the telescope.

formation flying virtual-structure telescopes↗

Aerospace applications of virtual environment technology

The uses of virtual environment technology in the space program are examined with emphasis on training for the Hubble Space Telescope Repair and Maintenance Mission in 1993. Project ScienceSpace at the Virtual Environment Technology Lab is discussed.

Astronauts/education↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop testing plays a crucial role in NASA's mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts' situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA's testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop testing for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive training experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

Simulation Modeling Virtual Reality Immersive Tech↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for immersing users in realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop simulations play a crucial role in NASA’s mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments, data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures, and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts’ situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA’s testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop simulations for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive simulation experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

HITL↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Expanding Impact with the James Webb Space Telescope: Combining Art, Science, and Technology for Public Outreach

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Mission Systems Engineering (MSE) for the Cosmic Evolution Through UV Spectroscopy (CETUS) Space Telescope Concept

The basic objectives of the CETUS mission are to significantly improve our understanding of the evolution of galaxies at a redshift (z) of approximately 1 and to meet the cost constraints (1$B) for a NASA Probe-Class mission. What makes these galaxies so interesting is that their light, which has taken about 7 billion years to reach us, comes from a time when star-formation in the observable universe peaked, and the processes behind this peaking are far from well understood. To accomplish its science goals, CETUS needs to get UV spectra of 105 of these galaxies. To help meet its cost constraints, CETUS will only observe galaxies for which VIS spectra are already available, which means that CETUS has to survey a specific portion of the sky. The combination of the CETUS measurement goals and costs constraints strongly influence the design of virtually every aspect of the mission starting from the telescope and instruments, through to orbit and launch vehicle selection, and including the design of most of the SC Bus sub-systems, such as structure, ACS, power, communications, and thermal control.

Purves, Lloyd R.↗

Progress in 800 x 800 charge-coupled device /CCD/ imager development and applications

Performance parameters of the 800 x 800 three phase and virtual phase CCD imaging sensors for the planned Project Galileo and Space Telescope Wide Field/Planetary Camera are compared, and the significance of some of the parameters for device radiation performance is discussed. The problems encountered by the three phase device that resulted in its being considered not suitable for the Galileo mission are described, and the radiation hardening performed on the virtual phase device to permit it to cope with Jupiter's radiation belts is addressed. Major research tasks in the effort to advance the technology of large area virtual phase imagers are stated.

Norris, D. D.↗

The EGRET data products

We describe the Energetic Gamma Ray Experiment Telescope (EGRET) data products which we anticipate will suffice for virtually all guest and archival investigations. The production process, content, availability, format, and the associated software of each product is described. Supplied here is sufficient detail for each researcher to do analysis which is not supported by extant software.

Mattox, J. R.↗