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At least 361 records · Page 20

Approaches for Validation of Lighting Environments in Realtime 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 1.5 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 Informatics 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 realtime 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↗

Virtual Reality as a Medium for Sensorimotor Adaptation Training and Spaceflight Countermeasures

Astronauts experience a profound sensorimotor adaptation during transition to and from the microgravity environment of space. With the upcoming shift to extra‐long duration missions (upwards of 1 year) aboard the International Space Station, the immediate risks to astronauts during these transitory periods become more important than ever to understand and prepare for. Recent advances in virtual reality technology enable everyday adoption of these tools for entertainment and use in training. Embedding an individual in a virtual environment (VE) allows the ability to change the perception of visual flow, elicit automatic motor behavior and produce sensorimotor adaptation, not unlike those required during long duration microgravity exposure. The overall goal of this study is to determine the feasibility of present head mounted display technology (HMD) to produce reliable visual flow information and the expected adaptation associated with virtual environment manipulation to be used in future sensorimotor adaptability countermeasures. To further understand the influence of visual flow on gait adaptation during treadmill walking, a series of discordant visual flow manipulations in a virtual environment are proposed. Six healthy participants (3 male and 3 female) will observe visual flow information via HMD (Oculus Rift DK2) while walking on an instrumented treadmill at their preferred walking speed. Participants will be immersed in a series of VE's resembling infinite hallways with different visual characteristics: an office hallway, a hallway with pillars and the hallway of a fictional spacecraft. Participants will perform three trials of 10 min. each, which include walking on the treadmill while receiving congruent or incongruent visual information via the HMD. In the first trial, participants will experience congruent visual information (baseline) where the hallway is perceived to move at the same rate as their walking speed. The final two trials will be randomized among participants where the hallway is perceived to move at either half (0.5x) or twice (2.0x) their preferred walking speed. Participants will remain on the treadmill between trials and will not be warned of the upcoming change to visual flow to minimize preparatory adjustments. Stride length, step frequency and dual‐support time will be quantified during each trial. We hypothesize that participants will experience a rapid modification in gait performance during periods of adaptive change, expressed as a decrease in step length, an increase in step frequency and an increase in dual‐support time, followed by a period of adaptation where these movement parameters will return to near‐baseline levels. As stride length, step frequency and dual support times return to baseline values, an adaptation time constant will be derived to establish individual time‐to‐adapt (TTA). HMD technology represents a paradigm shift in sensorimotor adaptation training where gait adaptability can be stressed using off‐the‐shelf consumer products and minimal experimental equipment, allowing for greater training flexibility in astronaut and terrestrial applications alike.

Madansingh, S.↗

TEACH (Train to Enable/Achieve Culturally Sensitive Healthcare)

Personnel from diverse ethnic and demographic backgrounds come together in both civilian and military healthcare systems, facing diagnoses that at one level are equalizers: coronary disease is coronary disease, breast cancer is breast cancer. Yet the expression of disease in individuals from different backgrounds, individual patient experience of disease as a particular illness, and interactions between patients and providers occurring in any given disease scenario, all vary enormously depending on the fortuity of the equation of "which patient happens to arrive in whose exam room." Previously, providers' absorption of lessons-learned depended on learning as an apprentice would when exposed over time to multiple populations. As a result, and because providers are often thrown into situations where communications falter through inadequate direct patient experience, diversity in medicine remains a training challenge. The questions then become: Can simulation and virtual training environments (VTEs) be deployed to short-track and standardize this sort of random-walk problem? Can we overcome the unevenness of training caused by some providers obtaining the valuable exposure to diverse populations, whereas others are left to "sink or swim"? This paper summarizes developing a computer-based VTE called TEACH (Training to Enable/Achieve Culturally Sensitive Healthcare). TEACH was developed to enhance healthcare providers' skills in delivering culturally sensitive care to African-American women with breast cancer. With an authoring system under development to ensure extensibility, TEACH allows users to role-play in clinical oncology settings with virtual characters who interact on the basis of different combinations of African American sub-cultural beliefs regarding breast cancer. The paper reports on the roll-out and evaluation of the degree to which these interactions allow providers to acquire, practice, and refine culturally appropriate communication skills and to achieve cultural and individual personalization of healthcare in their clinical practices.

Maulitz, Russell↗

Vision Algorithms to Determine Shape and Distance for Manipulation of Unmodeled Objects

This paper discusses the development of a robotic system for general use in an unstructured environment. This is illustrated through pick and place of randomly positioned, un-modeled objects. There are many applications for this project, including rock collection for the Mars Surveyor Program. This system is demonstrated with a Puma560 robot, Barrett hand, Cognex vision system, and Cimetrix simulation and control, all running on a PC. The demonstration consists of two processes: vision system and robotics. The vision system determines the size and location of the unknown objects. The robotics part consists of moving the robot to the object, configuring the hand based on the information from the vision system, then performing the pick/place operation. This work enhances and is a part of the Low Cost Virtual Collaborative Environment which provides remote simulation and control of equipment.

Montes, Leticia↗

NPSS on NASA's IPG: Using CORBA and Globus to Coordinate Multidisciplinary Aeroscience Applications

Within NASA's High Performance Computing and Communication (HPCC) program, the NASA Glenn Research Center is developing an environment for the analysis/design of aircraft engines called the Numerical Propulsion System Simulation (NPSS). The vision for NPSS is to create a "numerical test cell" enabling full engine simulations overnight on cost-effective computing platforms. To this end, NPSS integrates multiple disciplines such as aerodynamics, structures, and heat transfer and supports "numerical zooming" between O-dimensional to 1-, 2-, and 3-dimensional component engine codes. In order to facilitate the timely and cost-effective capture of complex physical processes, NPSS uses object-oriented technologies such as C++ objects to encapsulate individual engine components and CORBA ORBs for object communication and deployment across heterogeneous computing platforms. Recently, the HPCC program has initiated a concept called the Information Power Grid (IPG), a virtual computing environment that integrates computers and other resources at different sites. IPG implements a range of Grid services such as resource discovery, scheduling, security, instrumentation, and data access, many of which are provided by the Globus toolkit. IPG facilities have the potential to benefit NPSS considerably. For example, NPSS should in principle be able to use Grid services to discover dynamically and then co-schedule the resources required for a particular engine simulation, rather than relying on manual placement of ORBs as at present. Grid services can also be used to initiate simulation components on parallel computers (MPPs) and to address inter-site security issues that currently hinder the coupling of components across multiple sites. These considerations led NASA Glenn and Globus project personnel to formulate a collaborative project designed to evaluate whether and how benefits such as those just listed can be achieved in practice. This project involves firstly development of the basic techniques required to achieve co-existence of commodity object technologies and Grid technologies; and secondly the evaluation of these techniques in the context of NPSS-oriented challenge problems. The work on basic techniques seeks to understand how "commodity" technologies (CORBA, DCOM, Excel, etc.) can be used in concert with specialized "Grid" technologies (for security, MPP scheduling, etc.). In principle, this coordinated use should be straightforward because of the Globus and IPG philosophy of providing low-level Grid mechanisms that can be used to implement a wide variety of application-level programming models. (Globus technologies have previously been used to implement Grid-enabled message-passing libraries, collaborative environments, and parameter study tools, among others.) Results obtained to date are encouraging: we have successfully demonstrated a CORBA to Globus resource manager gateway that allows the use of CORBA RPCs to control submission and execution of programs on workstations and MPPs; a gateway from the CORBA Trader service to the Grid information service; and a preliminary integration of CORBA and Grid security mechanisms. The two challenge problems that we consider are the following: 1) Desktop-controlled parameter study. Here, an Excel spreadsheet is used to define and control a CFD parameter study, via a CORBA interface to a high throughput broker that runs individual cases on different IPG resources. 2) Aviation safety. Here, about 100 near real time jobs running NPSS need to be submitted, run and data returned in near real time. Evaluation will address such issues as time to port, execution time, potential scalability of simulation, and reliability of resources. The full paper will present the following information: 1. A detailed analysis of the requirements that NPSS applications place on IPG. 2. A description of the techniques used to meet these requirements via the coordinated use of CORBA and Globus. 3. A description of results obtained to date in the first two challenge problems.

Lopez, Isaac↗

A study of navigation in virtual space

In the physical world, man has developed efficient methods for navigation and orientation. These methods are dependent on the high-fidelity stimuli presented by the environment. When placed in a virtual world which cannot offer stimuli of the same quality due to computing constraints and immature technology, tasks requiring the maintenance of position and orientation knowledge become laborious. In this paper, we present a representative set of techniques based on principles of navigation derived from real world analogs including human and avian navigation behavior and cartography. A preliminary classification of virtual worlds is presented based on the size of the world, the density of objects in the world, and the level of activity taking place in the world. We also summarize an informal study we performed to determine how the tools influenced the subjects' navigation strategies and behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.

Darken, Rudy↗

Man overboard - What next?

A study was performed in the Virtual Interactive Environment Workstation (VIEW) at NASA Ames Research Center. Simulations were conducted to assess the feasibility and quantify the fuel and time reguirements for a stranded crewperson to return himself to a space station after an accidental separation. A hand-held thruster, similar to the Hand-Held Maneuvering Unit from the Gemini Program was used for propulsion. Thirty different separation scenarios were composed of three separation rates, five initial spin rates, and ability to use an attitude hold mode in a repeated measures design. Statistically significant results were produced by separation velocity. Fuel, maximum range, time to maximum range, maximum axial range, and final axial velocity increased with separation rate. VIEW was determined to be a useful device for simulating accidental separations, and a hand-held thruster is a viable alternative for accomplishing a self rescue.

Brody, Adam R.↗

Simulation of extra-vehicular activity (EVA) self-rescue

Self-rescue during EVA is examined in terms of the use of a hand-held thruster that is similar to the hand-held maneuvering units HHMU developed for earlier programs. The problem of assessing velocity-increment requirements is addressed by means of examples of simulation technologies for studying EVA. The technologies evaluated include virtual reality systems such as the Virtual Interactive Environment Workstation (VIEW) and the Space Operations Simulator, and standard approaches like the air-bearing floor and the space shuttle. The VIEW is employed for a study of five trained NASA subjects that conduct a simulated return to a spacecraft with an HMMU under variable conditions. The study demonstrates the efficacy of VIEW for obtaining fuel-consumption values, and separation velocity is identified as the most significant determinant of the fuel and time requirements for a self-rescue operation.

Brody, Adam R.↗

Motion-based carriage simulation of extra-vehicular activity (EVA) rescue

A research program was outlined for a series of Extra-Vehicular Activity (EVA) rescue studies. The general purpose is to get a better appreciation of the characteristics describing an EVA rescue scenario. Several studies have been completed in the Virtual Interactive Environment Workstation (VIEW) at NASA Ames Research Center. Similar studies are planned for a variety of simulators both to get more reliable results for the EVA rescue problem and to baseline the simulators against one another. Work is planned for a motion-based carriage to expand the validity of the previously obtained results.

Brody, Adam R.↗

Further analysis of EVA self-rescue data

Results of an EVA study performed in the Virtual Interactive Environment Workstation at the NASA Ames Research Center are presented. Three initial separation velocities (0.5, 1.0, and 1.5 m/s) were crossed with five initial spin velocities (0, +/-0.1, +/-0.3) to yield 15 different trials. An attitude hold system was also modeled, which, when combined with the 15 combinations of separation and spin velocity, provided 30 distinct trials. Recent examinations of the data reveal that initial separation velocity and initial spin velocity each produced the main effects and combined to produce an interaction effect on the solution time. The solution time increased with the initial velocity and absolute initial spin velocity. The final roll angle also increased the initial spin velocity. The attitude hold fuel increased with absolute initial spin velocity. Interaction effects revealed that the main effects were less pronounced at the lowest initial velocity level.

Brody, Adam R.↗

Extravehicular activity self-rescue using a hand-held thruster

A study was performed in the virtual interactive environment workstation. Simulations were conducted to assess the feasibility and quantify the fuel and time requirements for a stranded crewperson to return to a space station after an accidental separation. A hand-held thruster, similar to the hand-held maneuvering unit from the Gemini program, was used for propulsion. Thirty different separation scenarios were composed of three separation rates, five initial spin rates, and an opportunity to use an attitude hold device in a repeated measures design. Statistically significant results were produced by separation velocity. Fuel, time maximum range, time to maximum range, maximum axial range, and final axial velocity increased with separation rate. A hand-held thruster is a viable alternative for accomplishing a self-rescue. Although one cannot prove a null effect, the fact that an attitude hold capability did not decrease solution time or fuel consumption is important for system designers. This fact, coupled with the success of a hand-held thruster in simulations, suggests that the added expense of more sophisticated solutions requiring a multitude of thrusters - and higher computation and power capabilities - may be unwarranted.

Brody, Adam R.↗

The virtual library: Coming of age

With the high speed networking capabilities, multiple media options, and massive amounts of information that exist in electronic format today, the concept of a 'virtual' library or 'library without walls' is becoming viable. In virtual library environment, the information processed goes beyond the traditional definition of documents to include the results of scientific and technical research and development (reports, software, data) recorded in any format or media: electronic, audio, video, or scanned images. Network access to information must include tools to help locate information sources and navigate the networks to connect to the sources, as well as methods to extract the relevant information. Graphical User Interfaces (GUI's) that are intuitive and navigational tools such as Intelligent Gateway Processors (IGP) will provide users with seamless and transparent use of high speed networks to access, organize, and manage information. Traditional libraries will become points of electronic access to information on multiple medias. The emphasis will be towards unique collections of information at each library rather than entire collections at every library. It is no longer a question of whether there is enough information available; it is more a question of how to manage the vast volumes of information. The future equation will involve being able to organize knowledge, manage information, and provide access at the point of origin.

Hunter, Judy F.↗

The assessment of virtual reality for human anatomy instruction

This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

Benn, Karen P.↗

Further analysis of EVA self-rescue data

A means for rescuing a stranded extravehicular activity (EVA) astronaut is necessary to ensure safe space station operations. One promising device is a hand-held thruster similar to the Hand-Held Maneuvering Unit (HHMU) from the Gemini and Skylab programs. A study was performed in the Virtual Interactive Environment Workstation (VIEW) at NASA Ames Research Center. Three Initial (Separation) Velocities (0.5, 1.0, and 1.5 m/s) were crossed with five Initial spin velocities (0, +/- 0.1, +/- 0.3) to yield 15 different trials. An Attitude Hold system was also modeled, which, when combined with the 15 combinations of separation and spin velocity, provided 30 distinct trails. Recent examinations of the data reveal that Initial (Separation) Velocity and Initial Spin Velocity each produced main effects and combined to produce an interaction effect on Solution Time. Solution Time increased with Initial Velocity and absolute Initial Spin Velocity. Final Roll Angle also increased Initial Spin Velocity. Attitude Hole Fuel increased with absolute Initial Spin Velocity. Interaction effects revealed that main effects were less pronounced at the lowest Initial Velocity level.

Brody, Adam R.↗

X-33/RLV System Health Management/Vehicle Health Management

To reduce operations costs, Reusable Launch Vehicles (RLVS) must include highly reliable robust subsystems which are designed for simple repair access with a simplified servicing infrastructure, and which incorporate expedited decision-making about faults and anomalies. A key component for the Single Stage To Orbit (SSTO) RLV system used to meet these objectives is System Health Management (SHM). SHM incorporates Vehicle Health Management (VHM), ground processing associated with the vehicle fleet (GVHM), and Ground Infrastructure Health Management (GIHM). The primary objective of SHM is to provide an automated and paperless health decision, maintenance, and logistics system. Sanders, a Lockheed Martin Company, is leading the design, development, and integration of the SHM system for RLV and for X-33 (a sub-scale, sub-orbit Advanced Technology Demonstrator). Many critical technologies are necessary to make SHM (and more specifically VHM) practical, reliable, and cost effective. This paper will present the X-33 SHM design which forms the baseline for the RLV SHM, and it will discuss applications of advanced technologies to future RLVs. In addition, this paper will describe a Virtual Design Environment (VDE) which is being developed for RLV. This VDE will allow for system design engineering, as well as program management teams, to accurately and efficiently evaluate system designs, analyze the behavior of current systems, and predict the feasibility of making smooth and cost-efficient transitions from older technologies to newer ones. The RLV SHM design methodology will reduce program costs, decrease total program life-cycle time, and ultimately increase mission success.

Mouyos, William↗

Physiological Feedback Method and System

A method and system provide physiological feedback for a patient and/or physician. At least one physiological effect experienced by a body part of a patient is measured noninvasively. A three-dimensional graphics model serving as an analogous representation of the body part is altered in accordance with the measurements. A binocular image signal representative of the three-dimensional graphics model so-altered is displayed for the patient and/or physician in a virtual reality environment.

Pope, Alan T.↗

A Three-Dimensional Virtual Simulator for Aircraft Flyover Presentation

This paper presents a system developed at NASA Langley Research Center to render aircraft flyovers in a virtual reality environment. The present system uses monaural recordings of actual aircraft flyover noise and presents these binaurally using head tracking information. The three-dimensional audio is simultaneously rendered with a visual presentation using a head-mounted display (HMD). The final system will use flyover noise synthesized using data from various analytical and empirical modeling systems. This will permit presentation of flyover noise from candidate low-noise flight operations to subjects for psychoacoustical evaluation.

Rizzi, Stephen A.↗

Virtual Observatories for Space Physics Observations and Simulations: New Routes to Efficient Access and Visualization

New tools for data access and visualization promise to make the analysis of space plasma data both more efficient and more powerful, especially for answering questions about the global structure and dynamics of the Sun-Earth system. We will show how new existing tools (particularly the Virtual Space Physics Observatory-VSPO-and the Visual System for Browsing, Analysis and Retrieval of Data-ViSBARD; look for the acronyms in Google) already provide rapid access to such information as spacecraft orbits, browse plots, and detailed data, as well as visualizations that can quickly unite our view of multispacecraft observations. We will show movies illustrating multispacecraft observations of the solar wind and magnetosphere during a magnetic storm, and of simulations of 3 0-spacecraft observations derived from MHD simulations of the magnetosphere sampled along likely trajectories of the spacecraft for the MagCon mission. An important issue remaining to be solved is how best to integrate simulation data and services into the Virtual Observatory environment, and this talk will hopefully stimulate further discussion along these lines.

Roberts, Aaron↗