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At least 361 records · Page 20

Wind Tunnel Tests Conducted to Develop an Icing Flight Simulator

As part of NASA's Aviation Safety Program goals to reduce aviation accidents due to icing, NASA Glenn Research Center is leading a flight simulator development activity to improve pilot training for the adverse flying characteristics due to icing. Developing flight simulators that incorporate the aerodynamic effects of icing will provide a critical element in pilot training programs by giving pilots a pre-exposure of icing-related hazards, such as ice-contaminated roll upset or tailplane stall. Integrating these effects into training flight simulators will provide an accurate representation of scenarios to develop pilot skills in unusual attitudes and loss-of-control events that may result from airframe icing. In order to achieve a high level of fidelity in the flight simulation, a series of wind tunnel tests have been conducted on a 6.5-percent-scale Twin Otter aircraft model. These wind tunnel tests were conducted at the Wichita State University 7- by 10-ft wind tunnel and Bihrle Applied Research's Large Amplitude Multiple Purpose Facility in Neuburg, Germany. The Twin Otter model was tested without ice (baseline), and with two ice configurations: 1) Ice on the horizontal tail only; 2) Ice on the wing, horizontal tail, and vertical tail. These wind tunnel tests resulted in data bases of aerodynamic forces and moments as functions of angle of attack; sideslip; control surface deflections; forced oscillations in the pitch, roll, and yaw axes; and various rotational speeds. A limited amount of wing and tail surface pressure data were also measured for comparison with data taken at Wichita State and with flight data. The data bases from these tests will be the foundation for a PC-based Icing Flight Simulator to be delivered to Glenn in fiscal year 2001.

Ratvasky, Thomas P.↗

ARC+(Registered Trademark) and ARC PC Welding Simulators: Teach Welders with Virtual Interactive 3D Technologies

123 Certification Inc., a Montreal based company, has developed an innovative hands-on welding simulator solution to help build the welding workforce in the most simple way. The solution lies in virtual reality technology, which has been fully tested since the early 90's. President and founder of 123 Certification Inc., Mr. Claude Choquet Ing. Msc. IWE. acts as a bridge between the welding and the programming world. Working in these fields for more than 20 years. he has filed 12 patents world-wide for a gesture control platform with leading edge hardware related to simulation. In the summer of 2006. Mr Choquet was proud to be invited to the annual IIW International Weld ing Congress in Quebec City to launch the ARC+ welding simulator. A 100% virtual reality system and web based training center was developed to simulate multi process. multi-materiaL multi-position and multi pass welding. The simulator is intended to train welding students and apprentices in schools or industries. The welding simulator is composed of a real welding e[eetrode holder (SMAW-GTAW) and gun (GMAW-FCAW). a head mounted display (HMD), a 6 degrees of freedom tracking system for interaction between the user's hands and head. as well as external audio speakers. Both guns and HMD are interacting online and simultaneously. The welding simulation is based on the law of physics and empirical results from detailed analysis of a series of welding tests based on industrial applications tested over the last 20 years. The simulation runs in real-time, using a local logic network to determine the quality and shape of the created weld. These results are based on the orientation distance. and speed of the welding torch and depth of penetration. The welding process and resulting weld bc.1d are displayed in a virtual environment with screenplay interactive training modules. For review. weld quality and recorded process values can be displayed and diagnosed after welding. To help in the le.tming process, a learning curve for each student and each Virtual Welding Class'" can be plotted, for an instructor's review or a required third party evaluation.

Choquet, Claude↗

Onboard operations for rendezvous

An overall plan for onboard rendezvous operations for the Gemini missions was developed in parallel with the mission plan. The purpose of this plan was to make optimum use of crew time in orbit to maximize the probability of a successful rendezvous. The evolution of the plan began with a preliminary time line of events based upon the known guidance-equipment requirements and upon the estimated crew timing. A preliminary set of flight charts was developed to aid the crew with primary and backup procedures and to establish a backup guidance capability. These charts, which consisted of a few simple graphs and tabulation sheets, enabled the crew to calculate accurate solutions for the terminal maneuvers even with an inoperative guidance-equipment component. As such, the charts significantly contributed to the probability of mission success. Following the development of the charts, an engineering evaluation was conducted on a realistic man-in-the-loop simulation. During this evaluation, the procedures and charts were subjected to the expected equipment errors and trajectory dispersions, and revisions were made as necessary to improve effectiveness. The resulting plan was presented to the flight crew; the charts were evaluated during a period of training on the simulator. The crew spent several weeks training on both the primary procedures and on the various failure modes.

structural integrity↗

The Instrumented Walking and Turning Test to Evaluate Suited Gait Dynamics and Performance in Extravehicular Activity Training Environments

Background and aims: Walking will be required for many exploration tasks on the Moon during the Artemis program. Walking in a straight line on the confined floorspace of a testing area, and repetitive treadmill walking that requires no change in direction may not adequately reflect the balance and coordination required during ambulation. Also, performance of turning maneuvers may be affected differently in different extravehicular activity (EVA) training facilities that simulate partial gravity. For example, the Neutral Buoyancy Lab (NBL) simulates lunar gravity by adding weight to underwater subjects to alter buoyancy and achieve the equivalent ground reaction force of 1/6 of Earth’s gravity (1/6G), whereas the Active Response Gravity Offload System (ARGOS) uses a computer controlled overhead suspension system programmed to continuously offload a percentage of a subject’s weight to simulate 1/6G. The degree to which dynamic movements such as turning are comparable across these EVA training facilities has not yet been evaluated. The instrumented gait test helps NASA scientists and engineers evaluate gait dynamics and performance in suited conditions, and this test demonstrates the unique characteristics and limitations of EVA training facilities. We developed an instrumented walking and turning test using inertial measurement units (IMUs) and conducted the test at NASA’s EVA training facilities. Results were used to compare suited walking and turning characteristics in the ARGOS and the NBL. Methods: Subjects donned the Mark III space suit during offloading with the ARGOS spreader bar gimbal and donned the Z2.5 space suit while underwater in the NBL with weights and floatation added to achieve realistic suit center of gravity. The test team securely attached three Opal (APDM, OR, USA) wireless IMUs on the space suit for each test run: one on the middle of the hard upper torso, and one on the left and on the right ankle bearings. During the NBL tests, the IMUs were encased in a waterproof housing (GoPro) with foam added to create a tighter fit. At both testing facilities, 6.3 m x 1.0 m (LxW) walking lines were marked, and a cone for turning or walking around was located at the end of the walking path with another line on the other side of the cone to indicate the stopping point after walking around the cone. Under simulated 1/6G, subjects began by standing at the marked line with their arms folded across the chest, they then walked at a preferred speed along the straight walking path until they reached the end, turned 180 degrees around the cone, and finally stopped at the marked stopping point. All IMU data recorded during testing were automatically saved to the internal memory. Then, raw IMU signals were processed using custom MATLAB (Mathworks, MA, USA) code to compare gait parameters during both the walking and the turning components of the task. These parameters included time (s), speed (m/s for walking and rad/s for turning), step number (n) and walk:turn time ratio (% time spent straight walking versus turning). Results: Less time, faster gait, fewer steps, and higher walk:turn ratio during both walking and turning components were exhibited during tests performed at the ARGOS versus those performed at the NBL. During the NBL tests, the slower walking speed continued at the same rate throughout a U-shape turn. During the ARGOS tests, the subjects performed shorter and tighter turns at 4 times the speed of the NBL turns because they walked 30% faster and the vertical offloading system gave them more support. Conclusion: Our data show that the differences in walking and turning parameters during the NBL tests may be due to the high viscosity in the water environment where the motion of the lower limbs was slow and did not reach full flexion and extension. These tests improve the current knowledge of testing environments in preparation for EVAs on the lunar surface.

Kyoung Jae Kim↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Finite-Element Methods for Real-Time Simulation of Surgery

Two finite-element methods have been developed for mathematical modeling of the time-dependent behaviors of deformable objects and, more specifically, the mechanical responses of soft tissues and organs in contact with surgical tools. These methods may afford the computational efficiency needed to satisfy the requirement to obtain computational results in real time for simulating surgical procedures as described in Simulation System for Training in Laparoscopic Surgery (NPO-21192) on page 31 in this issue of NASA Tech Briefs. Simulation of the behavior of soft tissue in real time is a challenging problem because of the complexity of soft-tissue mechanics. The responses of soft tissues are characterized by nonlinearities and by spatial inhomogeneities and rate and time dependences of material properties. Finite-element methods seem promising for integrating these characteristics of tissues into computational models of organs, but they demand much central-processing-unit (CPU) time and memory, and the demand increases with the number of nodes and degrees of freedom in a given finite-element model. Hence, as finite-element models become more realistic, it becomes more difficult to compute solutions in real time. In both of the present methods, one uses approximate mathematical models trading some accuracy for computational efficiency and thereby increasing the feasibility of attaining real-time up36 NASA Tech Briefs, October 2003 date rates. The first of these methods is based on modal analysis. In this method, one reduces the number of differential equations by selecting only the most significant vibration modes of an object (typically, a suitable number of the lowest-frequency modes) for computing deformations of the object in response to applied forces.

Basdogan, Cagatay↗

Improving Sim-to-Real Transfer in Vision-Based Robot Navigation Via Instance-Level GAN-Based Data Augmentation

Achieving robust vision-based robotic tasks requires large amounts of data, which are often difficult to obtain in real-world scenarios. Simulators and synthetic data offer a cost-effective alternative, but the visual gap between simulation and reality hinders the performance of models when deployed in real-world environments. In this paper, we present a data augmentation pipeline that integrates a foundation model (Segment Anything Model) with an unsupervised image-to-image translation model (CycleGAN) for instance-level domain transfer from simulation to reality. This pipeline enables the generation of realistic labeled data from synthetic images for training supervised machine learning models in vision-based navigation tasks. We evaluate our approach on real-world data for ego-vehicle pose estimation, a critical autonomous navigation task involving the prediction of cross-track position and heading angle relative to road center line markings. The results of our tests show that our GAN-based data augmentation pipeline significantly outperforms models trained solely on simulation data or on data processed with standard image augmentation methods for sim-to-real transfer, enhancing model robustness and generalizability in real-world scenarios. Our method provides a scalable and flexible data augmentation tool for leveraging large synthetic datasets to enhance vision-based robotic navigation tasks.

artificial intelligence↗

NASA IV&V's Cyber Range for Space Systems

A cyber range is a virtual environment that is used for cyberwarfare training and cyber technology development. It provides tools that help strengthen the stability, security and performance of cyber infrastructures and IT systems. NASA IV&V has created an adaptable virtual environment that is representative of a typical NASA mission system of systems environment that serves multiple purposes: Training of network defenders. Ability to perform simulated red vs blue training events. Ability to deploy mission specific technologies in a cyber contested environment. Ability to demonstrate vulnerabilities and their impact to ground and space systemsThe overall system is comprised of more than 70 virtual machines and physical infrastructure to demonstrate real-world cyber attacks against: email users, wireless networks, and physically implanted devices with command and control call-back. The cyber range was built to emulate a NASA precipitation satellite infrastructure.This presentation will give an overview of the virtual cyber range and how it was used to conduct a simulate red vs blue exercise with the goal of compromising the simulated spacecraft that utilizes real NASA flight software.

test and evaluation DT&E↗

Survey of Intelligent Computer-Aided Training

Intelligent Computer-Aided Training (ICAT) systems integrate artificial intelligence and simulation technologies to deliver training for complex, procedural tasks in a distributed, workstation-based environment. Such systems embody both the knowledge of how to perform a task and how to train someone to perform that task. This paper briefly reviews the antecedents of ICAT systems and describes the approach to their creation developed at the NASA Lyndon B. Johnson Space Center. In addition to the general ICAT architecture, specific ICAT applications that have been or are currently under development are discussed. ICAT systems can offer effective solutions to a number of training problems of interest to the aerospace community.

Loftin, R. B.↗

Verifying Implementation of the Dryden Turbulence Model and MIL-F-8785 Gust Gradient

Turbulence modeling in human-in-the-loop simulation is important to assessing aircraft handling qualities and pilot performance and to provide additional realism for pilot training. In the simulation community, the Dryden turbulence spectra is a popular choice for modeling the linear turbulent gusts because its rational form is efficiently reproduced by passing white noise through linear filters. The MIL-F-8785 gust gradients similarly use additional linear filters to model the gradient of the turbulent gust over the wing, and it represents the gust gradients as perturbations to the air-relative rotational rates. The Cockpit Motion Facility at NASA Langley Research Center (LaRC) models continuous random turbulence using the Dryden one-dimensional spectra and MIL-F-8785 gust gradient. The facility recently reviewed and updated its verification of these models as part of an initiative to improve motion cueing under turbulence. This exercise introduced improved methods for verifying the turbulence models and led to rediscovery of model assumptions that informed improvements to implementation.

Madden, Michael M.↗

The Effects of Training and Flight Director Use on Pilot Monitoring Performance: A Sensemaking Approach

The need for improved pilot monitoring and awareness has been widely recognized, and training is a possible intervention. Based on our sensemaking-model of monitoring, we identified key properties of monitoring flight path. We designed scenarios with associated behavioral markers that provide measures of monitoring performance and a short training module emphasizing our proactive, anticipatory view of monitoring. Nineteen first officers from a major US airline participated in the training study. Each pilot flew in a simulator pretest, participated in a training session, and flew in a simulator posttest. We found modest but significant improvements in monitoring. The study collected video, simulator, and eyetracking data and also manipulated whether the Flight Director was on or off. Limitations and future directions are discussed.

monitoring↗

Biological Visualization, Imaging and Simulation(Bio-VIS) at NASA Ames Research Center: Developing New Software and Technology for Astronaut Training and Biology Research in Space

The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.

Smith, Jeffrey↗

Sensorimotor Countermeasures

Exploration class missions will include multiple transitions between gravitational environments, sometimes after long periods in microgravity, which will impact the neurovestibular system and sensorimotor capabilities. New countermeasures and assessment tools are needed to enhance preflight disorientation training, maintain inflight physical performance, and accelerate recovery following transitions between gravity environments so that crew are enabled to perform critical exploration mission tasks. The Sensorimotor Countermeasures capability area encompasses three projects. 1) The Upright Proprioception Retention via Inflight Training and Evaluation (UPRITE) system is being developed as an in-flight countermeasure that will mitigate the degradation of balance control mechanisms, which will improve post-flight postural stability. The development of such a countermeasure is not simply a matter of adapting a ground-based training program for spaceflight. The way that we control balance in a gravitational environment cannot be duplicated in 0g. Therefore, the UPRITE system challenges proprioception and tactile function using a 0g configuration. The steps to develop the countermeasure have been broken into seven phases: training type, controllable board factors, protocol development, 0g hardware test, training efficacy, ISS hardware demonstration, and countermeasure verification. 2) Unobtrusive Monitoring Tools and Operational Assessments (aka Head/Body Assessments) are being developed to quantify crew member sensorimotor adaptation following gravitational transitions. Three areas are needed in this development 1) explore, develop, and validate unobtrusive monitoring tools, 2) define sensorimotor performance metrics, and 3) explore capabilities to enhance sensorimotor assessment tasks for operational use and validate assessment tasks via high-fidelity analogs. 3) The Spatial Disorientation Trainer is being developed as a portable training capability to simulate the performance of landing and recovery type tasks while experiencing vertigo due to post-flight vestibular alterations. These simulations can be used 1) across research studies investigating the impacts of vestibular disruption on operational performance/assessments, 2) to train astronauts for upcoming spaceflight missions, and 3) to educate space medicine and operational personnel prior to providing post-flight support.

Scott Jonathan Wood↗

Houston, We Have a Problem Solving Model for Training

In late 2006, the Mission Operations Directorate (MOD) at NASA began looking at ways to make training more efficient for the flight controllers who support the International Space Station. The average certification times for flight controllers spanned from 18 months to three years and the MOD, responsible for technical training, was eager to develop creative solutions that would reduce the time to 12 months. Additionally, previously trained flight controllers sometimes participated in more than 50 very costly, eight-hour integrated simulations before becoming certified. New trainees needed to gain proficiency with far fewer lessons and training simulations than their predecessors. This poster presentation reviews the approach and the process that is currently in development to accomplish this goal.

Schmidt, Lacey↗

Comments on a proposed standard wind hazard environment and its use in real-time aircraft simulations

A set of mean-wind profiles and associated turbulence models have been proposed by the FAA as a standard wind hazard environment to be used in piloted training and research simulators. The 'wind hazard package' is described along with a 'strawman' method of implementation into the real-time simulation of NASA's Terminal Configured Vehicle (TCV). Simulation results of both piloted and automatic landings have raised questions about the validity of the wind hazard environment, and the use of a lumped parameter quasi-steady flow aerodynamic model in this environment. Areas of discussion will include turbulence models, span and area averaging filters, gust penetration effects, and the need for the addition of terms in the moment equations to represent unsteady flow characteristics.

Dieudonne, J. E.↗

Analysis and training - why different?

It is tempting to seek universal combat simulations, optimized for both analysis and training. Such a quest would be quixotic, however, because the two environments place conflicting requirements.

simulation modeling training analysis↗