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At least 361 records · Page 20

Multiple Concurrent Visual-Motor Mappings: Implications for Models of Adaptation

Previous research on adaptation to visual-motor rearrangement suggests that the central nervous system represents accurately only 1 visual-motor mapping at a time. This idea was examined in 3 experiments where subjects tracked a moving target under repeated alternations between 2 initially interfering mappings (the 'normal' mapping characteristic of computer input devices and a 108' rotation of the normal mapping). Alternation between the 2 mappings led to significant reduction in error under the rotated mapping and significant reduction in the adaptation aftereffect ordinarily caused by switching between mappings. Color as a discriminative cue, interference versus decay in adaptation aftereffect, and intermanual transfer were also examined. The results reveal a capacity for multiple concurrent visual-motor mappings, possibly controlled by a parametric process near the motor output stage of processing.

Cunningham, H. A.↗

A study of the comparative effects of various means of motion cueing during a simulated compensatory tracking task

NASA's Langley Research Center conducted a simulation experiment to ascertain the comparative effects of motion cues (combinations of platform motion and g-seat normal acceleration cues) on compensatory tracking performance. In the experiment, a full six-degree-of-freedom YF-16 model was used as the simulated pursuit aircraft. The Langley Visual Motion Simulator (with in-house developed wash-out), and a Langley developed g-seat were principal components of the simulation. The results of the experiment were examined utilizing univariate and multivariate techniques. The statistical analyses demonstrate that the platform motion and g-seat cues provide additional information to the pilot that allows substantial reduction of lateral tracking error. Also, the analyses show that the g-seat cue helps reduce vertical error.

Mckissick, B. T.↗

Auditory cues for orientation and postural control in sighted and congenitally blind people

This study assessed whether stationary auditory information could affect body and head sway (as does visual and haptic information) in sighted and congenitally blind people. Two speakers, one placed adjacent to each ear, significantly stabilized center-of-foot-pressure sway in a tandem Romberg stance, while neither a single speaker in front of subjects nor a head-mounted sonar device reduced center-of-pressure sway. Center-of-pressure sway was reduced to the same level in the two-speaker condition for sighted and blind subjects. Both groups also evidenced reduced head sway in the two-speaker condition, although blind subjects' head sway was significantly larger than that of sighted subjects. The advantage of the two-speaker condition was probably attributable to the nature of distance compared with directional auditory information. The results rule out a deficit model of spatial hearing in blind people and are consistent with one version of a compensation model. Analysis of maximum cross-correlations between center-of-pressure and head sway, and associated time lags suggest that blind and sighted people may use different sensorimotor strategies to achieve stability.

NASA Discipline Neuroscience↗

Motion Cueing Algorithm Development: Human-Centered Linear and Nonlinear Approaches

While the performance of flight simulator motion system hardware has advanced substantially, the development of the motion cueing algorithm, the software that transforms simulated aircraft dynamics into realizable motion commands, has not kept pace. Prior research identified viable features from two algorithms: the nonlinear "adaptive algorithm", and the "optimal algorithm" that incorporates human vestibular models. A novel approach to motion cueing, the "nonlinear algorithm" is introduced that combines features from both approaches. This algorithm is formulated by optimal control, and incorporates a new integrated perception model that includes both visual and vestibular sensation and the interaction between the stimuli. Using a time-varying control law, the matrix Riccati equation is updated in real time by a neurocomputing approach. Preliminary pilot testing resulted in the optimal algorithm incorporating a new otolith model, producing improved motion cues. The nonlinear algorithm vertical mode produced a motion cue with a time-varying washout, sustaining small cues for longer durations and washing out large cues more quickly compared to the optimal algorithm. The inclusion of the integrated perception model improved the responses to longitudinal and lateral cues. False cues observed with the NASA adaptive algorithm were absent. The neurocomputing approach was crucial in that the number of presentations of an input vector could be reduced to meet the real time requirement without degrading the quality of the motion cues.

Houck, Jacob A.↗

Motion effects on an IFR hovering task: Analytical predictions and experimental results

An analytical pilot model incorporating the effects of motion cues and display scanning and sampling is tested by comparing predictions against experimental results on a moving base simulator. The simulated task is that of precision hovering of a VTOL having varying amounts of rate damping, and using separated instrument displays. Motion cue effects are investigated by running the experiment under fixed and moving base conditions, the latter in two modes; full motion, and angular motion only. Display scanning behavior is measured on some of the runs. The results of the program show that performance is best with angular motion only, most probably because a g-vector tilt cue is available to the pilot in this motion condition. This provides an attitude indication even when not visually fixating the attitude display. Vestibular threshold effects are also present in the results because of the display scaling used to permit hovering position control within the motion simulator limits; no washouts are used in the simulator drive signals. The IFR nature of the task results in large decrements in pilot opinion and performance relative to VFR conditions because of the scanning workload. Measurements of scanning behavior are sensitive to motion conditions and show more attention to attitude control under fixed base conditions.

Ringland, R. F.↗

Stereopsis cueing effects on hover-in-turbulence performance in a simulated rotorcraft

The efficacy of stereopsis cueing in pictorial displays was assessed in a real-time piloted simulation experiment of a rotorcraft precision hover-in-turbulence task. Seven pilots endeavored to maintain a hover by visually aligning a set of inner and outer wickets (major elements of a real-world pictorial display, thus attaining the desired hover position, in a full factorial experimental design. The display conditions examined included the presence or absence of a velocity display element (a velocity head-up display) as well as the stereopsis cueing conditions, which included non-stereo (binoptic or monoscopic - no depth cues other than those provided by a perspective, real-world display), stereo 3-D, and hyper stereo (telestereoscopic). Subjective and objective results indicated that the depth cues provided by the stereo displays enhanced the situational awareness of the pilot and enabled improved hover performance to be achieved. The velocity display element also improved the hover performance, with the best hover performance being achieved with the combined use of stereo and the velocity display element. Pilot control input data revealed that less control action was required to attain the improved hover performance with the stereo displays.

Parrish, Russell V.↗

Stereoscopic distance perception

Limited cue, open-loop tasks in which a human observer indicates distances or relations among distances are discussed. By open-loop tasks, it is meant tasks in which the observer gets no feedback as to the accuracy of the responses. What happens when cues are added and when the loop is closed are considered. The implications of this research for the effectiveness of visual displays is discussed. Errors in visual distance tasks do not necessarily mean that the percept is in error. The error could arise in transformations that intervene between the percept and the response. It is argued that the percept is in error. It is also argued that there exist post-perceptual transformations that may contribute to the error or be modified by feedback to correct for the error.

Foley, John M.↗

South Pole Lunar Lighting Studies for Driving Exploration on the Lunar Surface

NASA’s Artemis lunar missions will face new exploration challenges due to inherently low sun angles in the lunar south pole region. Whereas the Apollo missions were afforded sunlight for approximately 8 to 50-degrees above the horizon, sunlight for the next lunar missions will only be 1 to 2-degrees about the horizon. With this low angle, long shadows and high contrasts of light and dark areas will be faced by the crew and remote teleop operators while exploring the lunar surface. With this in mind, NASA developed an integrated virtual Lighting and Navigation Simulation to understand these challenges. Two studies have been conducted in this Lunar South Pole environment to evaluate the effects of natural and artificial lighting on driving and navigating a lunar rover across the surface. Early NASA studies, such as this, are used to aid in developing techniques and explore concepts of operations to promote mission success and crew safety. In the Phase One development evaluation, six astronauts were teleported to ten different lighting conditions. For each location, drivers were to drive to an imaginary target approximately 200-meters straight ahead and provide subjective feedback on their ability to drive under the given lighting conditions. Phase Two, a more operational study, four astronauts and a remote operator tested five different Artemis lunar mission scenarios. Results indicated sun direction at such low angles, especially when driving a high speed, can severely impact the crew’s ability to safely drive the rover. In the up-sun situation, with the sun directly in the driver’s eyes and compounded long shadows, the consistent preference among drivers was to initiate a tacking strategy of approximately +/- 20 to 30-degrees to improve visibility. This maneuver does require more time and rover energetics. Conversely, driving down-sun required the crew to tack as well to avoid the shadow of rover blocking the terrain. Less appreciated is how the surrounding landscape is lit. Traveling into shadowed areas, especially while facing a lit terrain beyond the shadowed area, drivers enter at their own risk due to pupil contraction making artificial lights useless. Additionally, the constant transitioning between dark and light areas are mentally taxing to the crew and natural navigational references such as the stars are invisible and therefore unusable. Slope and depth magnitude are very difficult hazards to judge when approaching a shadowed crater. This naturally leads to slower driving speeds than originally anticipated. As for observing scientifically interesting features, assessing them accurately varies greatly by the lighting condition. In most cases, the task can be completed, but the strategy is to use the sun to one’s advantage. Crew workload distribution in the cockpit for driving operations was split amongst crew. The driver primarily focused attention on visual terrain (80%) but referenced displays approximately 20% of the time, while the co-pilot/navigator generally provided directional cues to the driver. These natural lighting conditions present significant challenges for safe rover operations; however, early studies having given investigators a “first-look” into understanding of how operating on the South Lunar Pole can be accomplished.

LTv↗

Research Needs for Developing Qualification Standards for Flight Simulation Training Devices with Head Mounted Displays

This presentation discusses research needs to support evidence-based qualification standards for Flight Simulation Training Devices (FSTDs) with head mounted displays (HMDs). Currently, the FAA and EASA have no qualification standards specifically for FSTDs using HMDs and extended reality (XR) visuals, and existing qualification standards may not be sufficient. Special Conditions can be prescribed for the evaluation and qualification of individual devices, but these Special Conditions need to be assessed and adjusted on a case-by-case basis resulting in an elaborate process. Furthermore, test tolerances used in Special Conditions are often based on conventional visual systems and may not be adequate. This presentation first identifies gaps in the current knowledge of using HMDs in pilot training, and, more specifically, using HMDs in the training of manual aircraft control with motion cues. Next, research is proposed to help close these gaps, inform the development of qualification criteria and tolerances, and guide efforts to update regulations. The Vertical Motion Simulator (VMS) at NASA Ames Research Center, with its large motion capability, is currently undergoing significant upgrades including a state-of-the-art out-the-window visual system. In addition, an HMD capability will be introduced to use in conjunction with the conventional visual system. With its long history of setting standards in the simulation industry, the VMS is the ultimate tool to conduct research that could help accelerate the development of standards for the use of HMDs in FSTDs. The goal of the talk is ultimately to spark a discussion about the research needs and priorities to best serve the development of new qualification standards.

XR↗

A multi-mode manipulator display system for controlling remote robotic systems

The objective and contribution of the research presented in this paper is to provide a Multi-Mode Manipulator Display System (MMDS) to assist a human operator with the control of remote manipulator systems. Such systems include space based manipulators such as the space shuttle remote manipulator system (SRMS) and future ground controlled teleoperated and telescience space systems. The MMDS contains a number of display modes and submodes which display position control cues position data in graphical formats, based primarily on manipulator position and joint angle data. Therefore the MMDS is not dependent on visual information for input and can assist the operator especially when visual feedback is inadequate. This paper provides descriptions of the new modes and experiment results to date.

Massimino, Michael J.↗

Extracting Depth From Motion Parallax in Real-World and Synthetic Displays

In psychophysical studies on human sensitivity to visual motion parallax (MP), the use of computer displays is pervasive. However, a number of potential problems are associated with such displays: cue conflicts arise when observers accommodate to the screen surface, and observer head and body movements are often not reflected in the displays. We investigated observers' sensitivity to depth information in MP (slant, depth order, relative depth) using various real-world displays and their computer-generated analogs. Angle judgments of real-world stimuli were consistently superior to judgments that were based on computer-generated stimuli. Similar results were found for perceived depth order and relative depth. Perceptual competence of observers tends to be underestimated in research that is based on computer generated displays. Such findings cannot be generalized to more realistic viewing situations.

Hecht, Heiko↗

Binocular Coordination of the Human Vestibulo-Ocular Reflex during Off-axis Pitch Rotation

Head movements in the sagittal pitch plane typically involve off-axis rotation requiring both vertical and horizontal vergence ocular reflexes to compensate for angular and translational motion relative to visual targets of interest. The purpose of this study was to compare passive pitch VOR responses during rotation about an Earth-vertical axis (canal only cues) with off-axis rotation (canal and otolith cues). Methods. Eleven human subjects were oscillated sinusoidally at 0.13, 0.3 and 0.56 Hz while lying left-side down with the interaural axis either aligned with the axis of rotation or offset by 50 cm. In a second set of measurements, twelve subjects were also tested during sinusoidally varying centrifugation over the same frequency range. The modulation of vertical and horizontal vergence ocular responses was measured with a binocular videography system. Results. Off-axis pitch rotation enhanced the vertical VOR at lower frequencies and enhanced the vergence VOR at higher frequencies. During sinusoidally varying centrifugation, the opposite trend was observed for vergence, with both vertical and vergence vestibulo-ocular reflexes being suppressed at the highest frequency. Discussion. These differential effects of off-axis rotation over the 0.13 to 0.56 Hz range are consistent with the hypothesis that otolith-ocular reflexes are segregated in part on the basis of stimulus frequency. At the lower frequencies, tilt otolith-ocular responses compensate for declining canal input. At higher frequencies, translational otolith-ocular reflexes compensate for declining visual contributions to the kinematic demands required for fixating near targets.

Wood, S. J.↗

Rotational wind indicator enhances control of rotated displays

Rotation by 108 deg of the spatial mapping between a visual display and a manual input device produces large spatial errors in a discrete aiming task. These errors are not easily corrected by voluntary mental effort, but the central nervous system does adapt gradually to the new mapping. Bernotat (1970) showed that adding true hand position to a 90 deg rotated display improved performance of a compensatory tracking task, but tracking error rose again upon removal of the explicit cue. This suggests that the explicit error signal did not induce changes in the neural mapping, but rather allowed the operator to reduce tracking error using a higher mental strategy. In this report, we describe an explicit visual display enhancement applied to a 108 deg rotated discrete aiming task. A 'wind indicator' corresponding to the effect of the mapping rotation is displayed on the operator-controlled cursor. The human operator is instructed to oppose the virtual force represented by the indicator, as one would do if flying an airplane in a crosswind. This enhancement reduces spatial aiming error in the first 10 minutes of practice by an average of 70 percent when compared to a no enhancement control condition. Moreover, it produces adaptation aftereffect, which is evidence of learning by neural adaptation rather than by mental strategy. Finally, aiming error does not rise upon removal of the explicit cue.

Cunningham, H. A.↗

The effect of visual-motion time delays on pilot performance in a pursuit tracking task

A study has been made to determine the effect of visual-motion time delays on pilot performance of a simulated pursuit tracking task. Three interrelated major effects have been identified: task difficulty, motion cues, and time delays. As task difficulty, as determined by airplane handling qualities or target frequency, increases, the amount of acceptable time delay decreases. However, when relatively complete motion cues are included in the simulation, the pilot can maintain his performance for considerably longer time delays. In addition, the number of degrees of freedom of motion employed is a significant factor.

Miller, G. K., Jr.↗

A Flight Training Simulator for Instructing the Helicopter Autorotation Maneuver (Enhanced Version)

Autorotation is a maneuver that permits a safe helicopter landing when the engine loses power. A catastrophe may occur if the pilot's control inputs are incorrect, insufficient, excessive, or poorly timed. Due to the danger involved, full-touchdown autorotations are very rarely practiced. Because in-flight autorotation training is risky, time-consuming, and expensive, the objective of the project was to develop the first helicopter flight simulator expressly designed to train students in this critical maneuver. A central feature of the project was the inclusion of an enhanced version of the Pilot-Rotorcraft Intelligent Symbology Management Simulator (PRISMS), a virtual-reality system developed by Anacapa Sciences and Thought Wave. A task analysis was performed to identify the procedural steps in the autorotation, to inventory the information needed to support student task performance, to identify typical errors, and to structure the simulator's practice environment. The system provides immediate knowledge of results, extensive practice of perceptual-motor skills, part-task training, and augmented cueing in a realistic cockpit environment. Additional work, described in this report, extended the capabilities of the simulator in three areas: 1. Incorporation of visual training aids to assist the student in learning the proper appearance of the visual scene when the maneuver is being properly performed; 2. Introduction of the requirement to land at a particular spot, as opposed to the wide, flat open field initially used, and development of appropriate metrics of success; and 3. Inclusion of wind speed and wind direction settings (and random variability settings) to add a more realistic challenge in "hitting the spot."

Rogers, Steven P.↗

Sleep deprivation influences some but not all processes of supervisory attention

Does one night of sleep deprivation alter processes of supervisory attention in general or only a specific subset of such processes? Twenty college-aged volunteers, half female, performed a choice reaction time task. A cue indicated that compatible (e.g., right button, right-pointing arrow) or incompatible (e.g., left button, right-pointing arrow) responses were to be given to a stimulus that followed 50 or 500 ms later. The paradigm assessed response inhibition, task-shifting skill, and task strategy-processes inherent in supervisory attention. Performance, along with heart rate, was assessed for 12 hr following normal sleep or a night of complete sleep deprivation. Sleep deprivation altered neither preparation for task shifting nor response inhibition. The ability to use preparatory bias to speed performance did decrease with sleep deprivation. Sleep deprivation appears to selectively affect this supervisory attention process, which is perceived as an active effort to cope with a challenging task.

NASA Discipline Regulatory Physiology↗

How to reinforce perception of depth in single two-dimensional pictures

The physical conditions of the display of single 2-D pictures, which produce images realistically, were studied by using the characteristics of the intake of the information for visual depth perception. Depth sensitivity, which is defined as the ratio of viewing distance to depth discrimination threshold, was introduced in order to evaluate the availability of various cues for depth perception: binocular parallax, motion parallax, accommodation, convergence, size, texture, brightness, and air-perspective contrast. The effects of binocular parallax in different conditions, the depth sensitivity of which is greatest at a distance of up to about 10 m, were studied with the new versatile stereoscopic display. From these results, four conditions to reinforce the perception of depth in single pictures were proposed, and these conditions are met by the old viewing devices and the new high-definition and wide television displays.

S. Nagata↗

Structure Perception in 3D Point Clouds

Understanding human perception is critical to the design of effective visualizations. The relative benefits of using 2D versus 3D techniques for data visualization is a complex decision space, with varying levels of uncertainty and disagreement in both the literature and in practice. This study aims to add easily reproducible, empirical evidence on the role of depth cues in perceiving structures or patterns in 3D point clouds. We describe a method to synthesize a 3D point cloud that contains a 3D structure, where 2D projections of the data strongly resemble a Gaussian distribution. We performed a within-subjects structure identification study with 128 participants that compared scatterplot matrices (canonical 2D projections) and 3D scatterplots under three types of motion: rotation, xy-translation, and z-translation. We found that users could consistently identify three separate hidden structures under rotation, while those structures remained hidden in the scatterplot matrices and under translation. This work contributes a set of 3D point clouds that provide definitive examples of 3D patterns perceptible in 3D scatterplots under rotation but imperceptible in 2D scatterplots.

data analysis↗