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A Framework for Simulation of Aircraft Flyover Noise Through a Non-Standard Atmosphere

This paper describes a new framework for the simulation of aircraft flyover noise through a non-standard atmosphere. Central to the framework is a ray-tracing algorithm which defines multiple curved propagation paths, if the atmosphere allows, between the moving source and listener. Because each path has a different emission angle, synthesis of the sound at the source must be performed independently for each path. The time delay, spreading loss and absorption (ground and atmosphere) are integrated along each path, and applied to each synthesized aircraft noise source to simulate a flyover. A final step assigns each resulting signal to its corresponding receiver angle for the simulation of a flyover in a virtual reality environment. Spectrograms of the results from a straight path and a curved path modeling assumption are shown. When the aircraft is at close range, the straight path results are valid. Differences appear especially when the source is relatively far away at shallow elevation angles. These differences, however, are not significant in common sound metrics. While the framework used in this work performs off-line processing, it is conducive to real-time implementation.

Arntzen, Michael↗

Robonaut 2 - IVA Experiments On-Board ISS and Development Towards EVA Capability

Robonaut 2 (R2) has completed its fixed base activities on-board the ISS and is scheduled to receive its climbing legs in early 2014. In its continuing line of firsts, the R2 torso finished up its on-orbit activities on its stanchion with the manipulation of space blanket materials and performed multiple tasks under teleoperation control by IVA astronauts. The successful completion of these two IVA experiments is a key step in Robonaut's progression towards an EVA capability. Integration with the legs and climbing inside the ISS will provide another important part of the experience that R2 will need prior to performing tasks on the outside of ISS. In support of these on-orbit activities, R2 has been traversing across handrails in simulated zero-g environments and working with EVA tools and equipment on the ground to determine manipulation strategies for an EVA Robonaut. R2 made significant advances in robotic manipulation of deformable materials in space while working with its softgoods task panel. This panel features quarter turn latches that secure a space blanket to the task panel structure. The space blanket covers two cloth cubes that are attached with Velcro to the structure. R2 was able to open and close the latches, pull back the blanket, and remove the cube underneath. R2 simulated cleaning up an EVA worksite as well, by replacing the cube and reattaching the blanket. In order to interact with the softgoods panel, R2 has both autonomously and with a human in the loop identified and localized these deformable objects. Using stereo color cameras, R2 identified characteristic elements on the softgoods panel then extracted the location and orientation of the object in its field of view using stereo disparity and kinematic transforms. R2 used both vision processing and supervisory control to successfully accomplish this important task. Teleoperation is a key capability for Robonaut's effectiveness as an EVA system. To build proficiency, crewmembers have attempted increasingly difficult tasks using R2 inside the Station. After donning motion capture equipment and a virtual reality visor, Expedition 34/35 flight engineer Tom Marshburn began operations with simple hand movements. Having gained confidence, Marshburn guided R2's arms in a leader-follower exercise with crewmate Chris Cassidy. He was also able to use the hand to grab a tumbling roll of tape, a task only demonstrable in microgravity. Later efforts saw Cassidy handle softgoods through shared control with ground operators, mimicking an activity previously achieved using only autonomy. Robotic climbing through the ISS on handrails requires both precision motion and compliant grasps in order to both position grippers on handrails/seat track and prevent large internal forces. R2 climbs using actively controlled compliance and torque limiting to meet both the precision and softness requirements. During a step, the attached leg is controlled to be strong and stiff in order to maintain precision trajectory tracking. The swing leg is controlled to be stiff but weak to minimize unintentional impact forces while maintaining precision. During a simulated dual limb grasp (as shown in Figure 1), the R2 controller maintains one limb rigid and one limb soft to prevent large internal forces from building up. R2's grippers also use a form of force control to limit grip force while not fully closed on either a handrail or seat track thus limiting unintentional forces on cables/objects that may be present in R2's translational path. The on-board torso R2 safety system relies on a single end-effector velocity limit to prevent potential impact forces from exceeding Station maximum load requirements. R2's mobile configuration required modifications to the velocity limiting safety function due to its large, dynamic inertia. R2's legs maneuver the robot's mass creating configuration dependent, joint-relative inertias. A single all-encompassing velocity limit to cover worst case inertia is prohibitively low. The upgraded R2 control and safety systems solve this problem using momentum limiting, momentum control, and kinetic energy minimization. Momentum and kinetic energy take the robot mass into account relieving low velocity restrictions on low inertia end-effectors while ensuring that the overall mass of R2 is limited from hazardous velocities. The momentum of R2's five safety nodes (each of the four end-effectors and the body) is monitored and compared to a single momentum limit. If any of the five nodes exceeds the safety limit, the motor power is removed and the robot comes to a stop. Momentum control/limiting also provides a simple, reliable method to integrate hand held tools into the safety system by providing the tool mass to the control system thus automatically reducing the allowable velocity of the end-effector with the tool. Work on the ground continues to build the skill set for an EVA Robonaut. Recent experiments (Figure 2) demonstrate how a teleoperator can use R2 to manipulate a tether hook, an important safety precaution on spacewalks. Another task displayed Robonaut's ability to pull back a protective jacket over a hose and search for damage, as well as inspect a quick-disconnect fitting for debris. Demonstrations such as these are indicative of EVA work done on ISS, specifically seen during a series of spacewalks over 2012 and 2013 where astronauts searched for an ammonia leak in one of the external cooling loops. Through experiments both on ISS and on the ground, R2 is evolving and providing the information needed to plan out the upgrades that will make an EVA Robonaut an effective tool. With the addition of legs, R2 will start climbing inside the space station and supply invaluable information on how the climbing strategies and task stabilization techniques must be refined. Ground R2 systems will continue to work with additional EVA tools and equipment in preparation for onboard IVA testing and future EVA applications.

Diftler, Myron↗

Technology 2004, Vol. 2

Proceedings from symposia of the Technology 2004 Conference, November 8-10, 1994, Washington, DC. Volume 2 features papers on computers and software, virtual reality simulation, environmental technology, video and imaging, medical technology and life sciences, robotics and artificial intelligence, and electronics.

Source record↗

Additive Manufacturing, Design, Testing, and Fabrication: A Full Engineering Experience at JSC

I worked on several projects this term. While most projects involved additive manufacturing, I was also involved with two design projects, two testing projects, and a fabrication project. The primary mentor for these was Richard Hagen. Secondary mentors were Hai Nguyen, Khadijah Shariff, and fabrication training from James Brown. Overall, my experience at JSC has been successful and what I have learned will continue to help me in my engineering education and profession long after I leave. My 3D printing projects ranged from less than a 1 cubic centimeter to about 1 cubic foot and involved several printers using different printing technologies. It was exciting to become familiar with printing technologies such as industrial grade FDM (Fused Deposition Modeling), the relatively new SLA (Stereolithography), and PolyJet. My primary duty with the FDM printers was to model parts that came in from various sources to print effectively and efficiently. Using methods my mentor taught me and the Stratasys Insight software, I was able to minimize imperfections, hasten build time, improve strength for specific forces (tensile, shear, etc...), and reduce likelihood of a print-failure. Also using FDM, I learned how to repair a part after it was printed. This is done by using a special kind of glue that chemically melts the two faces of plastic parts together to form a fused interface. My first goal with SLA technology was to bring the printer back to operational readiness. In becoming familiar with the Pegasus SLA printer, I researched the leveling, laser settings, and different vats to hold liquid material. With this research, I was successfully able to bring the Pegasus back online and have successfully printed multiple sample parts as well as functional parts. My experience with PolyJet technology has been focused on an understanding of the abilities/limits, costs, and the maintenance for daily use. Still upcoming will be experience with using a composite printer that uses FDM technology to print plastic while laying an internal filament of Kevlar or carbon-fiber inside the printed material. It has been incredible being exposed to this range of technologies and I feel very fortunate to be ready for virtually any kind of printing technology I come across in the future. Design work played a part in my internship this term as well. Working with Hai Nguyen, I was able to design a set of testing tips and a test frame for use with an Arcjet. The testing tips will be made of several different materials that will possibly be used in the heat shield of the Orion space craft. These designs included technical drawings that were presented to the fabrication shop. The frame design was created from 80/20 (a popular brand of frame construction equipment) and included an order form with pricing for fabrication. An independent design was also done for the virtual reality lab. This design was to create a hand-controller based on a previous design. This final design was sent directly to a 3D printer without technical drawings. Overall, my design work has given me experience with using 80/20, helped improve my CAD (Computer Aided Design) proficiency, and increased my knowledge of how to set up technical drawings for fabrication. The final role I have played in this internship has been to assist with testing of the inflatable technology materials working Khadijah Shariff. I began the internship assisting with permeability testing with the initial plan to continue the testing independently after training. Unfortunately, the testing apparatus suffered a technical failure and had funding pulled which cancelled that portion of the project. Further testing with inflatable technology continued with tensile testing of various stitching methods. This testing took place over a two-days and concluded successfully. Final testing was to be more tensile testing but of straps used to connect various inflatable sections. Unfortunately, the needed grips for the tensile tests could not be located and put the testing on hold. It is possible this round of testing will still take place by the end of the internship if the grips can be found. Overall, this portion of the internship has helped me become familiar with one kind of permeability test as well as a popular tensile/compression testing machine. Finally, I also had the chance to be trained using a metal lathe for making very small tips for a soldering iron. These tips will be used to melt threaded brass inserts into 3D printed plastic. Working with James Brown, I was able to successfully machine a brass rod down to as little as 0.064 inches plus or minus 0.001 inches. It was very rewarding to learn how to best use the machine and become familiar with a skill that will undoubtedly be used again in the future. I have been told by several professional engineers that learning to use a lathe and mill will be invaluable skills in the field. This knocks 50 percent of that goal off and I look forward to learning the mill at some point in the future. As is apparent with this list of projects, my internship was not focused on a single over-arching goal. Instead, I was able to gain experience in a myriad of very different areas. I feel like my time here was spent bouncing from one project to the next. Though sometimes difficult to switch gears, it was very rewarding to be a part of so much in so little time. My career and education will be positively impacted by what I have learned at JSC. My experience with 3D printing has improved my ability to handle many issues that may come up in the future with multiple different technologies. The design work I took part in, especially creating technical drawings, will help me better present designs to any engineer or shop I will encounter. My testing experience has helped me become familiar with a popular kind of tensile test machine that will likely be similar to the kinds I will encounter in the future. Finally, my experience with fabrication has given me a rare opportunity, as an engineer, to take part in the fabrication of a part. This experience will help me better tailor my future designs for the manufacturing process and has given me an appreciation for detailed/delicate machining work. My experience at JSC has been successful and will continue to assist me for a long time within the engineering field.

Zusack, Steven↗

Live Ultra-High Definition from the International Space Station

The first ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a 'Super Session' at the National Association of Broadcasters (NAB) in April 2017. The Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. HEVC may also enable live Virtual Reality video downlinks from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a 'live' event was staged when the UHD coming from the ISS had a latency of 10+ seconds. Finally, the paper will discuss how NASA is leveraging commercial technologies for use on-orbit vs. creating technology as was required during the Apollo Moon Program and early space age.

Grubbs, Rodney↗

CAIDA CUI Confirmation for OMRS & LCC SOCRRATES Emulator and iSEE Upgrade, Operations, & Analysis

This internship has focused on providing solutions for the Customer Avionics Interface Development and Analysis (CAIDA) subsystem. The main emulator that has been used during this internship is the Software-Only CEV (Crew Exploration Vehicle) Risk Reduction Analysis and Test Engineering Simulator (SOCRRATES). This emulator uses advanced math and physics methods to simulate specific points in a mission, such as ascent, entry, and orbit. Exploration Ground Systems (EGS) must ensure that all KSC based ground systems can be properly integrated with the flight vehicle software, therefore, the Modeling and Simulation Branch (NE-XM) of the KSC (Kennedy Space Center) Engineering Directorate supports a virtual environment that simulates the interface between ground systems and the flight vehicle. A primary component in assuring that is knowing whether the emulators have incorporated the correct CUIs (Compact Unique Identifiers) into their system, as well as understanding both the static and dynamic responses of the individual CUIs. Also, an effort for verification of Operational Maintenance Requirements Specifications (OMRS) and Launch Commit Criteria (LCC) that are supported by SOCRRATES for the Orion Crew Module were part of the project tasks this semester. This internship also focused on comparing two different simulation Commercial-off-the-shelf (COTS) products and to determine whether or not a COTS package was a viable replacement for the current software that the iSEE (Immersive Simulations and Engineering Environment) lab uses. Upon research and testing, I found that this software was not feasible for the lab. It could not easily load CAD (Computer-Aided Design) or CREO models, give live feedback while the user is in the environment, and was not compatible with a virtual reality headset, all of which are necessary for the lab.

Bundy, Caleb↗

Visualization and Analysis of Solar System Small Bodies with NASA's Solar System Treks Project

In its investigations of Vesta and Ceres, NASA’s Dawn mission has returned spectacular data detailing the surfaces of these two prominent small bodies in our Solar System’s asteroid belt. In order to greatly facilitate dissemination, visualization, and analysis of this data, and public understanding of the mission, the Dawn mission has partnered with NASA’s Solar System Treks Project (SSTP). SSTP has recently released an update to the Vesta Trek online portal (https://trek.nasa.gov/vesta/) and has released a new Ceres Trek portal (https://trek.nasa.gov/ceres/). This presentation will showcase the use of the Ceres Trek and Vesta Trek portals and demonstrate how they can be used to visualize and analyze particularly interesting landforms such as the pitted terrain on Vesta and relic cryovolcanoes on Ceres. We will also demonstrate the new VR capability that has been added to the portals, allowing users to generate their own virtual reality flyovers for any user-defined paths along the bodies’ surfaces. In addition to highlighting the portals for Ceres and Vesta, the presentation will preview additional portals being planned/developed for other small bodies. NASA and JAXA have requested the development of a portal for the asteroid Ryugu to facilitate dissemination, visualization, and analysis of data from Japan’s Hayabusa2 mission, and a portal for Mars’ moon Phobos in support of mission planning for Japan’s MMX mission. We are also planning a portal for the asteroid Bennu with data from the OSIRIS-Rex mission. All of these products are efforts in the NASA Solar System Treks Project (SSTP), available at https://trek.nasa.gov. NASA's Solar System Trek online portals provide web-based suites of interactive data visualization and analysis tools to enable mission planners, planetary scientists, students, and the general public to access mapped data products from past and current missions for a growing number of planetary bodies including the Moon, Mars, Vesta, etc. These portals are being used for site selection and analysis by NASA and a number of its international partners, supporting upcoming missions. In addition to demonstrating the capabilities of selected portals in this presentation, we will solicit input from the community for ideas for future enhancements to the portals.

Day, Brian↗

TES-8: Advanced Exo-Brake, VR and COM Experiments

The TES-8 was jettisoned from the International Space Station on January 31, 2019. As an orbital laboratory and 8th in on-going series, the design makes use of a standard set of interfaces and safety features that permit rapid re-flight. On this flight, an advanced Exo-Brake is flown with de-orbit targeting capability that will engender sample return capability from LEO platforms. A Virtual Reality data recording system uses stereo imaging and efficient data-compression with an NVIDIA GPU (Graphics Processing Unit) to permit compression and transmission of very large data files. An SDR (Software Defined Radio) will download data to the NEN (Near Earth Network) for the first time - demonstrating potential use in cis-lunar space using S-band. For the first time, a comparison will be made regarding the functionality of the Iridium and Globalstar short burst data modems - as essential communication tools for future nano-sat projects. Lastly, the 7 micro-processors and 4 cameras provide an excellent learning platform for university students and NASA young professionals.

Exo-Brake↗

Test Bed for Human Performance in Mockup Suit

Crewmembers' ability to adjust to changes in gravity and sensorimotor function is essential for successful suited mobility in lunar and planetary missions. Setups for current pressurized spacesuit testing require suit technicians, specialized medical clearances, and test support personnel along with increased risk to the subject. Furthermore, suited setups constrain the types of additional hardware that can be used. A test bed was developed with the goal to evaluate human suited performance using an unpressurized Mark III mockup suit and virtual reality (VR) system. The mockup suit provides a means of performing proof-of-concept tasks for suited performance with lower time and cost demands. Additionally, VR goggles provide a means for projecting an immersive planetary environment and applying perturbations to the visuo-vestibular system with minimal equipment. Furthermore, the test bed will be developed to allow room for improvement in fidelity for future suited applications.

Beltran, Eduerdo J.↗

Test Bed for Human Performance in Mockup Suit

Crewmembers' ability to adjust to changes in gravity and sensorimotor function is essential for successful suited mobility in lunar and planetary missions. Setups for current pressurized spacesuit testing require suit technicians, specialized medical clearances, and test support personnel along with increased risk to the subject. Furthermore, suited setups constrain the types of additional hardware that can be used. A test bed was developed with the goal to evaluate human suited performance using an unpressurized Mark III mockup suit and virtual reality (VR) system.

Beltran, Eduardo↗

Modeling and Simulation - Virtual

The purpose of this report is to describe the body of work I have produced as a NASA Office of Science Technology Engineering and Math (OSTEM) intern in the Fall 2020 semester. My mentor during this session was Antonio Pego and my main task was to research and develop solutions in augmented and virtual reality technologies for use in training simulations. A main focus of this project was the development of human models for use in the game engine, with the purpose of creating simulations that would help with realistic analysis of tasks that will be performed by personnel. A steep learning curve had to be tackled in order to learn and catch up with current MR technologies. Along the way I created documentation of the different techniques utilized to support future continuation of the project.

Peter Leroy Santana Rodriguez↗

Integrated Design Systems -Capturing, Reusing and Optimizing Design Methods in New Millenium

An important goal of New Millenium is to research new methods of performing spacecraft and mission design. We have completed the first phase of our effort on how to make design tools such as analysis programs more available. We are now embarking with Stanford University on discovering methods to allow more project history and knowledge to be automatically captured and reused with Ames Research Center on how to use virtual reality to enhance the visualization of new missions before any hardware exists.

New↗

Down-Selection of Four Common Habitat Variants

The Common Habitat is a large habitat developed as an alternative architecture study, not part of the current NASA baseline, that uses the SLS core stage liquid oxygen tank as its primary structure. It has a gravity-independent internal architecture, such that identical units can be used on the lunar surface, Mars surface, and in microgravity. In developing the habitat, two key architectural questions emerged. Should the internal layout use a vertical or horizontal orientation of the tank? Should the crew size be four or eight? This led to the design of four variants: a four-crew horizontal, four-crew vertical, eight-crew horizontal, and eight-crew vertical. The four-crew variants use a shortened version of the tank while the eight-crew variants use the entire tank. The primary consideration applied for down-selection is the crew experience living and working in the habitat, inclusive of crew productivity, well-being, and survivability. Based on this consideration, a series of seven assessments were performed to compare the variants. This analysis was performed as an unfunded, volunteer activity leveraging civil servants across multiple field centers, most with expertise working in various Artemis teams. Additionally, the evaluation was limited to the use of CAD models, images, and spreadsheet data, with no resources available for mockups or Virtual Reality. A logistics analysis developed a standard logistics module and then estimated how much stowage could be carried onboard each Common Habitat and how many logistics modules are required by each variant for a given mission duration. It also considered the amounts of water to be stored in each variant. A functional analysis identified and compared the living and working functions across the habitats, ranking them relative to each other. A crew time assessment first estimated the total crew time, building a weekly crew timeline for both four and eight-person crews. It then allocated time to activities linked to living and working functions, comparing how much time was available for each function in each variant. A science productivity assessment developed a relative metric using crew time, science stowage, and assumed rates of experiment consumables use to analytically compare the four variants. It also comparatively ranked the habitats with respect to a number of subjective parameters and a workstation acceptability rating. A maintenance capacity assessment identified and compared eleven generic maintenance capabilities across the variants and also ranked them for their predicted ability to complete twelve fabrication, maintenance, and repair scenarios. A contingency responsiveness analysis examined twelve serious in-flight contingencies. For each scenario, the number of crew needed to respond were predicted and acceptability of various aspects of contingency response were evaluated, comparing the variants against each other. Finally, in a habitability assessment, 120 habitability characteristics reflecting 13 major categories were evaluated for each habitat. These results were compared to identify the most acceptable habitat in each category. Ultimately, the data favored the horizontal orientation over the vertical and an eight-person crew over four. Implications of selecting this variant are discussed, including specific architectural challenges that result from the use of the full tank.

Habitability↗

Functional Volume Assessment of an Early Version of the Mars Transit Habitat

During the summer of 2020, the NASA Mars Architecture Team (MAT) conducted a functional volume assessment of the Transit Habitat (TH). The TH has evolved substantially since that time and the current TH does not share the same internal configuration, but the insights gained from the assessment remain relevant. In virtually all architectures involving chemical, electric, or nuclear propulsion, the majority of the crew mission is spent aboard the TH. The Earth to Mars transit durations may vary from architecture to architecture, but all are on the order of hundreds of days, regardless of whether an opposition or conjunction class trajectory is selected, and regardless of whether the propulsion system is chemical, electric, or nuclear. Thus, the TH must provide capabilities appropriate to a very long duration. So, despite significant changes in the current Mars architecture over the past few years, this evaluation still provides useful recommendations in the form of habitability guidance that can be applied to current and future TH concepts. This assessment had six primary objectives: provide a sanity check to the BOC-derived TH layout; understand if we can fit the hardware and functional tasks in the volume; provide a high-level assessment of how aggressive the layout is; generate a list of challenges or assumptions necessary to make it work; generate a list of future work to refine understanding; and identify proposed requirements. All of this information is critical to drive habitat sizing studies and key architecture decisions. It was clear that a human-in-the-loop (HITL) evaluation of some kind would be necessary, but several challenges were immediately identified. The most information could be gleaned from a Desert Research and Technology Studies (DRATS) type of mission operations test (MOT), but the TH concept was too low fidelity to construct the type of prototype necessary to conduct a MOT, nor were their financial resources to do so. The next best option – and really the one most appropriate for the BOC’s stage of maturity – is a Virtual Reality (VR) walk-through evaluation. However, NASA was in a shutdown state due to the COVID-19 pandemic and the VR labs were inaccessible. As a result, a tabletop evaluation was created, using .jpg imagery from the ECM CAD model along with Excel-based datasheets. High-level crew living and working functions within the habitat were identified for evaluation. Questionnaires using Likert scales assessed acceptability of habitat functions and sim quality – the degree to which the function was represented in CAD. This enabled the evaluation to be conducted by personnel working remotely. Each function was evaluated individually along with several overarching habitability parameters and vehicle subsystems. The results of this evaluation are discussed, including methodological challenges and rating challenges. Acceptability results are discussed for functions that the participants were able to rate and participant comments for functions that could not be related are also described. Final conclusions are described, including challenges or assumptions needed to make the TH design acceptable, future work needed to refine understanding of the TH, and proposed habitat requirements based on test data.

Transit Habitat↗

Rapid Assessment of a Lunar Surface Laboratory Module

Johnson Space Center is piloting an innovation team known as the Forge to perform rapid turnaround, concurrent engineering studies. The Forge is intended to be able to pull together a team of strategically selected domain experts to innovatively solve a specified problem within a short period of time. The Forge’s inaugural project being the development of a Lunar Surface Laboratory Module concept. The lab module is intended as an option for the Artemis program’s Lunar Architecture Team. The lab module may allow for increased science productivity and return on investment than a surface architecture with only the habitat. This paper will discuss the configuration of the Lunar Laboratory module, including the pressure vessel, its placement relative to the Surface Habitat and Pressurized Rover, and internal architecture. In order to determine the suitability of such a design, a human factors evaluation is conducted. Historically, a human factors evaluation of a habitable volume could require a month or longer, including time needed to prepare a test plan, conduct the evaluation, compile the data, and produce a report. The entire Forge effort will only last for five weeks, forcing the creation of a rapid assessment process. This rapid assessment includes three evaluation studies, all conducted and processed in the space of a single day, to determine the acceptability of the resulting design. The first evaluation is a card sort evaluation of the laboratory instruments. A brief discussion of the card sort evaluation is provided. This card sort is focused on the relative positioning of the laboratory instruments, determining whether a given instrument should be adjacent to, or separated from, another. It will use human factors personnel and both life and physical scientists as subject matter experts. The second evaluation is a science productivity tabletop evaluation. This evaluation focuses on the selection of instruments and the number of instruments, attempting to assess the amount of work the crew will be able to use the facility to do. It uses life and physical science personnel as subject matter experts. The third evaluation is a CAD or Virtual Reality human factors walkthrough evaluation. This evaluation focuses on the layout of the lab module and its connectivity to the basecamp’s pressurized elements. If possible, astronauts will be used as subject matter experts. Each of these evaluations will focus primarily on objective data with limited subjective comments, reducing the time required for processing responses. The results of each evaluation and their implications will be discussed. Based on the evaluation data, an overall acceptability of the Lunar Surface Laboratory Module produced by the Forge study can be determined. Lessons learned and recommendations for future use of the human factors rapid assessment process in early design trades will also be provided.

Lunar Laboratory↗

The Gandalf Staff: A Mobile Tool for Lunar Exploration (2nd year of development)

The Gandalf Staff is a mobile tool designed to be a flexible device supporting crewed and uncrewed operations on the lunar surface. The core of the device is a 24v battery with communications and data storage systems. Initial optional components supporting crewed Extra-Vehicular Activity (EVA) include a LiDAR and 360˚ camera. These provide 3D mapping of the traverse for documentation, and to aid future planning. The mapping also creates outreach opportunities for the public to “stand beside” the astronaut in Virtual Reality (VR). The staff provides external lighting for field site illumination in the south polar region low sun angle environment. Navigation instruments for crew position determination with Lunar Search and Rescue (LunaSAR) are also included. The staff itself can be used as a walking aid or as a splint for Incapacitated Crew Rescue (ICR). As a stand-alone device, the staff operates as a long duration untended science platform collecting environmental data and sending it to a lunar base station. The stand-alone mode requires connection to an auxiliary power source (e.g. solar array) and energy storage system (e.g. battery), so it could become an electrical recharging station. To make rapid progress in the 1st year, and also to demonstrate innovative project management techniques, NASA guided a private industry partner, T STAR, in leading Capstone Engineering student teams at Texas A&M University (TAMU) for proof-of-concept development and testing. These teams developed the power system and demonstrated successful integration of LiDAR, WiFi communications, and external lighting subsystems. Another industry team at Jacobs Technology prototyped a tripod to hold the staff upright. For the 2nd year (FY’22), NASA will again collaborate with partners to prototype enhanced power and lighting concepts. Year 2 will also add new capability for LunaSAR and geophysical science instrumentation using a heat probe. The heat probe is based upon Apollo heritage but modified to measure subsurface volatile ice regimes at the Artemis landing site. Components of the Gandalf Staff can be developed, tested, and deployed independently, or on the integrated staff, rovers, or utility trailers. The project supports crew safety, lunar sample curation, mission science, and public outreach goals of NASA. PLAIN TEST SUMMARY: Gandalf Staff is a 24v battery powered mobile tool for the lunar surface supporting crewed geologic field site exploration, or as a stand-alone science platform. As a tool assisting astronauts conducting field geology, the Gandalf Staff provides external lighting to illuminate shadowed regions on the surface. It also documents the process of collecting rocks and dust samples using a LiDAR (laser range instrument) and cameras. The staff provides a beacon for emergency location of astronauts and augments communications when the astronauts are blocked by large boulders. As a standalone science platform, the Gandalf Staff provides a power system for instruments and sensors to measure the lunar environment over long periods of time. The staff gathers data and sends the results to a lunar base station for analysis.

External Lighting↗

Bringing Planetary Science Mission Outreach to the Deaf and Blind Communities

Introduction: Technology for enhancing outreach, like 3D printing, and science communication products, such as videos and podcasts, can be utilized within the planetary science community, especially for the engagement and excitement of current or upcoming planetary exploration missions. However, these communication products can also be further enhanced for the benefit of the blind and deaf communities. While such products may already be readily available, such projects are not easily accessible to blind and/or deaf certified educators, which often rely on making their own resources or do not have the funds to provide such resources (e.g., cost of 3D printers or cost of braille books). The planetary science community can have better practices to reach these broader audiences. Best practices can include transcripts from podcasts, transcripts in videos, and large-font captions. Images on websites and social media accounts should also include alt-text descriptive captions. 3D printing can also enhance planetary science for the blind community, through tactile posters, maps, and pamphlets. Planetary data can also be augmented by providing different tactile geological maps (e.g., topography or various datasets), and audio-visual videos freely available for educators. Visual Engagement: Visual engagement consists of several avenues to consider, the three main themes includes: 1) swag; 2) videos; 3) interactive exploration. Swag can include the fun visual take-home materials, such as stickers, posters, bookmarks, etc. Videos can include educational-specific videos (available freely via YouTube or by other educational-specific streaming avenues, such as Nebula or Curiosity Stream), provided they have Closed Captioning (CC). The use of QR codes to such videos or websites can also benefit to being added on swag. Interactive exploration can also be sub-divided by different types of engagement. A popular and still fairly new technology for public engagement is the use of virtual reality (VR). While this has been mainly for martian and lunar surface exploration [1], the deaf communities can benefit from VR through a more extensive look at our solar system and beyond (for example, a VR experience of the flight path, or visual map of the heliosphere/dynamics of our Sun). Audio Engagement: Audio tools can also be a useful avenue of communication, especially for the blind communities. Audio archiving can certainly be transcripts from the video engagements, but also the use of podcasts can also be a benefit. Podcasting can take on two forms: 1) interview engagement; and 2) update engagement. For interviews, scientists can communicate with STEM-specific podcast platforms to make other listener-bases aware of what is going on with a specific mission. For update-type communication, missions may opt to have an archived podcast of news, updates, and the teams involved. The most important aspect of such podcasts would be for the need of complimentary transcripts (including descriptive transcripts if sounds are included), and the limited use of jargon. Research Engagement: There have been several examples of involving the blind and low-vision communities in citizen science, such as through the NASA Heliophysics division. Examples include the NASA PUNCH (Polarimeter to Unify the Corona and Heliosphere) mission led by the Southwest Research Institute [2], which include blind and visually-impaired citizens to assist in the Sun’s coronal rhythms.” Another example is the Eclipse Soundscapes: Citizen Science Project (ES:CSP), which documents observations of acoustical changes of nature and ecosystems during solar eclipse events [3]. Inclusivity: A major theme that is necessary for public engagement is inclusivity and the awareness of reaching broader audiences. Outreach to include hearing/seeing impaired communities are still lacking in the sciences. There are several opportunities that the planetary sciences could take. Other projects that have emerged from the space sciences include adding transcripts to visual engagement [4], and the use of 3D printing for the visually-impaired [5]. References: [1] Olgin, J. (2020) 51st LPSC, Abstract 2137. [2] https://scitechdaily.com/outreach-for-nasa-punch-mission-embraces-ancient-and-modern-sun-watching-theme/ [3] https://science.nasa.gov/science-activation-team/eclipse-soundscapes [4] NASA International Observe the Moon Night (Blind and Deaf Accessible), Youtube Video ( https://www.youtube.com/watch?v=neHCfg0S3-Q) [5] Richardson, J., et al. (2018) AGU Fall Meeting, Abstract ED23F-0963.

C J Ahrens↗

Validation of Rendered Natural and Artificial Lighting Environments in Real Time Lunar South Pole Simulations

NASA’s Artemis campaign is making heavy use of simulation to help return humans to the lunar surface by the end of the decade. There are several aspects of the lunar surface and its environment which must be accurately modeled before these simulations can be relied upon to influence decisions being made under these programs. Digital Lunar Exploration Sites, a paper submitted to the 2022 IEEE Aerospace Conference, outlined the process used to generate the lunar surface in a digital environment. This paper will expand upon this topic and delve into the steps being taken by the NASA Exploration Systems Simulations (NExSyS) team at NASA’s Johnson Space Center (JSC) to properly verify and validate these simulations, with a focus on the visual aspects of the environment. Natural lighting validation relies in part on the wealth of data generated during the Apollo program. Many images taken by Apollo astronauts on the lunar surface have been replicated in the simulated environments to gain confidence in the accuracy of terrain and lighting models. However, because the environment the Artemis astronauts will experience at the Lunar South Pole (LSP) is dissimilar from the near-equatorial Apollo sites, other validation techniques must be applied. At the LSP, the sun crests only about three degrees above the horizon and when combined with the lack of a lunar atmosphere, lighting in this region is often very different than what a human would experience on Earth. Solar illumination, earthshine, human eye response, solar blooming, lunar regolith optical properties, and shadows cast by rocks and crater walls will play a significant role in an astronaut’s ability to safely conduct an Extra-Vehicular Activity (EVA) or perform a traverse with a lunar rover. Approaches for validation of these aspects of the rendered LSP environment are considered in this paper. In addition to natural lighting, approaches for the validation of artificial lighting models at the LSP are discussed. The JSC Lighting Lab has been studying the illumination profile of the Exploration Infomatics Subsystem (xINFO) lighting on the Exploration EVA Mobility Unit (xEMU). How these lights interact with the solar illumination and the shadows being cast on the lunar surface is of particular interest, so the validity of models representing these lights in a human-in-the-loop virtual reality environment becomes very important. This paper also touches on some of the simulation performance considerations when a Human in the Loop (HITL) is present, which drives the need for real time rendering of the environment. Natural and artificial lighting will play a crucial role to decisions being made when planning and executing missions at the Lunar South Pole (LSP) and it is vitally important to understand the LSP environment before we return.

Lunar↗