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At least 379 records · Page 21

Recent Advances in Visualizing 3D Flow with LIC

Line Integral Convolution (LIC), introduced by Cabral and Leedom in 1993, is an elegant and versatile technique for representing directional information via patterns of correlation in a texture. Although most commonly used to depict 2D flow, or flow over a surface in 3D, LIC methods can equivalently be used to portray 3D flow through a volume. However, the popularity of LIC as a device for illustrating 3D flow has historically been limited both by the computational expense of generating and rendering such a 3D texture and by the difficulties inherent in clearly and effectively conveying the directional information embodied in the volumetric output textures that are produced. In an earlier paper, we briefly discussed some of the factors that may underlie the perceptual difficulties that we can encounter with dense 3D displays and outlined several strategies for more effectively visualizing 3D flow with volume LIC. In this article, we review in more detail techniques for selectively emphasizing critical regions of interest in a flow and for facilitating the accurate perception of the 3D depth and orientation of overlapping streamlines, and we demonstrate new methods for efficiently incorporating an indication of orientation into a flow representation and for conveying additional information about related scalar quantities such as temperature or vorticity over a flow via subtle, continuous line width and color variations.

Interrante, Victoria↗

Relationship between selected orientation rest frame, circular vection and space motion sickness

Space motion sickness (SMS) and spatial orientation and motion perception disturbances occur in 70-80% of astronauts. People select "rest frames" to create the subjective sense of spatial orientation. In microgravity, the astronaut's rest frame may be based on visual scene polarity cues and on the internal head and body z axis (vertical body axis). The data reported here address the following question: Can an astronaut's orientation rest frame be related and described by other variables including circular vection response latencies and space motion sickness? The astronaut's microgravity spatial orientation rest frames were determined from inflight and postflight verbal reports. Circular vection responses were elicited by rotating a virtual room continuously at 35 degrees/s in pitch, roll and yaw with respect to the astronaut. Latency to the onset of vection was recorded from the time the crew member opened their eyes to the onset of vection. The astronauts who used visual cues exhibited significantly shorter vection latencies than those who used internal z axis cues. A negative binomial regression model was used to represent the observed total SMS symptom scores for each subject for each flight day. Orientation reference type had a significant effect, resulting in an estimated three-fold increase in the expected motion sickness score on flight day 1 for astronauts who used visual cues. The results demonstrate meaningful classification of astronauts' rest frames and their relationships to sensitivity to circular vection and SMS. Thus, it may be possible to use vection latencies to predict SMS severity and duration.

short duration↗

Discriminability measures for predicting readability of text on textured backgrounds

Several discriminability measures were examined for their ability to predict reading search times for three levels of text contrast and a range of backgrounds (plain, a periodic texture, and four spatial-frequency-filtered textures created from the periodic texture). Search times indicate that these background variations only affect readability when the text contrast is low, and that spatial frequency content of the background affects readability. These results were not well predicted by the single variables of text contrast (Spearman rank correlation = -0.64) and background RMS contrast (0.08), but a global masking index and a spatial-frequency-selective masking index led to better predictions (-0.84 and -0.81, respectively). c2000 Optical Society of America.

NASA Discipline Space Human Factors↗

Microgravity vestibular investigations (10-IML-1)

Our perception of how we are oriented in space is dependent on the interaction of virtually every sensory system. For example, to move about in our environment we integrate inputs in our brain from visual, haptic (kinesthetic, proprioceptive, and cutaneous), auditory systems, and labyrinths. In addition to this multimodal system for orientation, our expectations about the direction and speed of our chosen movement are also important. Changes in our environment and the way we interact with the new stimuli will result in a different interpretation by the nervous system of the incoming sensory information. We will adapt to the change in appropriate ways. Because our orientation system is adaptable and complex, it is often difficult to trace a response or change in behavior to any one source of information in this synergistic orientation system. However, with a carefully designed investigation, it is possible to measure signals at the appropriate level of response (both electrophysiological and perceptual) and determine the effect that stimulus rearrangement has on our sense of orientation. The environment of orbital flight represents the stimulus arrangement that is our immediate concern. The Microgravity Vestibular Investigations (MVI) represent a group of experiments designed to investigate the effects of orbital flight and a return to Earth on our orientation system.

Reschke, Millard F.↗

Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments

Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.

Bortolussi, Michael R.↗

Effect of short-term exposure to stereoscopic three-dimensional flight displays on real-world depth perception

High-fidelity color pictorial displays that incorporate depth cues in the display elements are currently available. Depth cuing applied to advanced head-down flight display concepts potentially enhances the pilot's situational awareness and improves task performance. Depth cues provided by stereopsis exhibit constraints that must be fully understood so depth cuing enhancements can be adequately realized and exploited. A fundamental issue (the goal of this investigation) is whether the use of head-down stereoscopic displays in flight applications degrade the real-world depth perception of pilots using such displays. Stereoacuity tests are used in this study as the measure of interest. Eight pilots flew repeated simulated landing approaches using both nonstereo and stereo 3-D head-down pathway-in-the-sky displays. At this decision height of each approach (where the pilot changes to an out-the-window view to obtain real-world visual references) the pilots changed to a stereoacuity test that used real objects. Statistical analysis of stereoacuity measures (data for a control condition of no exposure to any electronic flight display compared with data for changes from nonstereo and from stereo displays) reveals no significant differences for any of the conditions. Therefore, changing from short-term exposure to a head-down stereo display has no more effect on real-world relative depth perception than does changing from a nonstereo display. However, depth perception effects based on sized and distance judgements and on long-term exposure remain issues to be investigated.

Busquets, Anthony M.↗

Orientation of human optokinetic nystagmus to gravity: a model-based approach

Optokinetic nystagmus (OKN) was induced by having subjects watch a moving display in a binocular, head-fixed apparatus. The display was composed of 3.3 degrees stripes moving at 35 degrees/s for 45 s. It subtended 88 degrees horizontally by 72 degrees vertically of the central visual field and could be oriented to rotate about axes that were upright or tilted 45 degrees or 90 degrees. The head was held upright or was tilted 45 degrees left or right on the body during stimulation. Head-horizontal (yaw axis) and head-vertical (pitch axis) components of OKN were recorded with electro-oculography (EOG). Slow phase velocity vectors were determined and compared with the axis of stimulation and the spatial vertical (gravity axis). With the head upright, the axis of eye rotation during yaw axis OKN was coincident with the stimulus axis and the spatial vertical. With the head tilted, a significant vertical component of eye velocity appeared during yaw axis stimulation. As a result the axis of eye rotation shifted from the stimulus axis toward the spatial vertical. Vertical components developed within 1-2 s of stimulus onset and persisted until the end of stimulation. In the six subjects there was a mean shift of the axis of eye rotation during yaw axis stimulation of approximately 18 degrees with the head tilted 45 degrees on the body. Oblique optokinetic stimulation with the head upright was associated with a mean shift of the axis of eye rotation toward the spatial vertical of 9.2 degrees. When the head was tilted and the same oblique stimulation was given, the axis of eye rotation rotated to the other side of the spatial vertical by 5.4 degrees. This counterrotation of the axis of eye rotation is similar to the "Muller (E) effect," in which the perception of the upright is counterrotated to the opposite side of the spatial vertical when subjects are tilted in darkness. The data were simulated by a model of OKN with a "direct" and "indirect" pathway. It was assumed that the direct visual pathway is oriented in a body, not a spatial frame of reference. Despite the short optokinetic after-nystagmus time constants, strong horizontal to vertical cross-coupling could be produced if the horizontal and vertical time constants were in proper ratio and there were no suppression of nystagmus in directions orthogonal to the stimulus direction. The model demonstrates that the spatial orientation of OKN can be achieved by restructuring the system matrix of velocity storage. We conclude that an important function of velocity storage is to orient slow-phase velocity toward the spatial vertical during movement in a terrestrial environment.

Non-NASA Center↗

Lunar Landing Trajectory Design for Onboard Hazard Detection and Avoidance

The Autonomous Landing and Hazard Avoidance Technology (ALHAT) Project is developing the software and hardware technology needed to support a safe and precise landing for the next generation of lunar missions. ALHAT provides this capability through terrain-relative navigation measurements to enhance global-scale precision, an onboard hazard detection system to select safe landing locations, and an Autonomous Guidance, Navigation, and Control (AGNC) capability to process these measurements and safely direct the vehicle to a landing location. This paper focuses on the key trajectory design issues relevant to providing an onboard Hazard Detection and Avoidance (HDA) capability for the lander. Hazard detection can be accomplished by the crew visually scanning the terrain through a window, a sensor system imaging the terrain, or some combination of both. For ALHAT, this hazard detection activity is provided by a sensor system, which either augments the crew s perception or entirely replaces the crew in the case of a robotic landing. Detecting hazards influences the trajectory design by requiring the proper perspective, range to the landing site, and sufficient time to view the terrain. Following this, the trajectory design must provide additional time to process this information and make a decision about where to safely land. During the final part of the HDA process, the trajectory design must provide sufficient margin to enable a hazard avoidance maneuver. In order to demonstrate the effects of these constraints on the landing trajectory, a tradespace of trajectory designs was created for the initial ALHAT Design Analysis Cycle (ALDAC-1) and each case evaluated with these HDA constraints active. The ALHAT analysis process, described in this paper, narrows down this tradespace and subsequently better defines the trajectory design needed to support onboard HDA. Future ALDACs will enhance this trajectory design by balancing these issues and others in an overall system design process.

Paschall, Steve↗

UAV Research at NASA Langley: Towards Safe, Reliable, and Autonomous Operations

Unmanned Aerial Vehicles (UAV) are fundamental components in several aspects of research at NASA Langley, such as flight dynamics, mission-driven airframe design, airspace integration demonstrations, atmospheric science projects, and more. In particular, NASA Langley Research Center (Langley) is using UAVs to develop and demonstrate innovative capabilities that meet the autonomy and robotics challenges that are anticipated in science, space exploration, and aeronautics. These capabilities will enable new NASA missions such as asteroid rendezvous and retrieval (ARRM), Mars exploration, in-situ resource utilization (ISRU), pollution measurements in historically inaccessible areas, and the integration of UAVs into our everyday lives all missions of increasing complexity, distance, pace, and/or accessibility. Building on decades of NASA experience and success in the design, fabrication, and integration of robust and reliable automated systems for space and aeronautics, Langley Autonomy Incubator seeks to bridge the gap between automation and autonomy by enabling safe autonomous operations via onboard sensing and perception systems in both data-rich and data-deprived environments. The Autonomy Incubator is focused on the challenge of mobility and manipulation in dynamic and unstructured environments by integrating technologies such as computer vision, visual odometry, real-time mapping, path planning, object detection and avoidance, object classification, adaptive control, sensor fusion, machine learning, and natural human-machine teaming. These technologies are implemented in an architectural framework developed in-house for easy integration and interoperability of cutting-edge hardware and software.

Davila, Carlos G.↗

Microbial Vessel for Impedance Spectroscopy and Electrochemistry (Mvise): an Extensible, Interoperable Data Acquisition Platform for Liquid Culture Studies in Space Biology Research

The White House Office of Science and Technology Policy (OSTP) has declared 2023 to be the Year of Open Science following an initiative to democratize scientific knowledge. Simultaneously, new sensor technologies have broadened the experimental space available to bioastronautics research. With these open-science goals and technological advances in mind, we have designed and constructed a data acquisition platform for high-precision, real-time monitoring of liquid culture systems. The vessel rig is fitted with six Atlas Scientific probes (micro pH, electrical conductivity, dissolved oxygen, oxidation-reduction potential, liquid temperature, air CO2) and a custom optical density probe similar to the one on BioSentinel’s BioSensor payload. A custom dielectric spectroscopy probe is also planned. The structure of the vessel is resin 3-D printed on a hobbyist-level machine, reducing the production cost and iteration time by over 60% each while increasing extensibility. Data acquisition and storage is controlled with a standalone C state machine-based program running on a Raspberry Pi 3 Model B. When not running headless, an additional program automatically generates and updates plots for live data visualization. Validation of the rig as a data collection system was performed with a yeast liquid culture experiment. While the vessel rig is currently used for standalone experiments, it can also be used as the base perception unit in a self-driving laboratory (SDL). SDLs are high-throughput data collection systems that employ automation and artificial intelligence to conduct and manage routine experiments. Here, we envision an SDL driven by several vessel rigs in which an automated script compares key results, informing the design of future experiments. A vessel rig SDL would streamline many operations, including 1) strain selection for the Lunar Explorer Instrument for space biology Applications (LEIA) investigation and 2) the study of bioregenerative life support systems (BLSS). Ultimately, the datasets that can now be acquired will provide crucial information for accelerating bioastronautics application development in the era of commercial space.

Stephen Lantin↗

Multimodal Preception and Multicriterion Control of Nested Systems: A Functional Visual Assessment Test for Human Health Maintenance and Countermeasure Evaluation - 3

Our theoretical and empirical research on the whole-body coordination during locomotion led to a Phase 1 SBIR grant from NASA JSC. The purpose of the SBIR grant was to design an innovative system for evaluating eye-head-trunk coordination during whole-body perturbations that are characteristic of locomotion. The approach we used to satisfy the Phase 1 objectives was based on a structured methodology for the development of human-systems technology. Accordingly the project was broken down into a number of tasks and subtasks. In sequence, the major tasks were: (1) identify needs for functional assessment of visual acuity under conditions involving whole-body perturbation within the NASA Space Medical Monitoring and Countermeasures (SMMaC) program and in other related markets; (2) analyze the needs into the causes and symptoms of impaired visual acuity under conditions involving whole-body perturbation; (3) translate the analyzed needs into technology requirements for the Functional Visual Assessment Test (FVAT); (4) identify candidate technology solutions and implementations of FVAT; and (5) prioritize and select technology solutions. The work conducted in these tasks is described in this final volume of the series on Multimodal Perception and Multicriterion Control of Nested Systems. While prior volumes (1 and 2) in the series focus on theoretical foundations and novel data-analytic techniques, this volume addresses technology that is necessary for minimally intrusive data collection and near-real-time data analysis and display.

Riccio, Gary E.↗

The CAVE (TM) automatic virtual environment: Characteristics and applications

Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and projection that met the criteria of Showcase.

Kenyon, Robert V.↗

Sensor fusion II: Human and machine strategies; Proceedings of the Meeting, Philadelphia, PA, Nov. 6-9, 1989

Various papers on human and machine strategies in sensor fusion are presented. The general topics addressed include: active vision, measurement and analysis of visual motion, decision models for sensor fusion, implementation of sensor fusion algorithms, applying sensor fusion to image analysis, perceptual modules and their fusion, perceptual organization and object recognition, planning and the integration of high-level knowledge with perception, using prior knowledge and context in sensor fusion.

Schenker, Paul S.↗

Experiment Design and Visualization Techniques for an X-59 Low-boom Variability Study

This presentation outlines the design of experiments approach and data visualization techniques for a simulation study of sonic booms from NASA’s X-59 supersonic aircraft. The X-59 will soon be flown over communities across the contiguous USA as it produces a low-loudness sonic boom, or low-boom. Survey data on human perception of low-booms will be collected to support development of potential future commercial supersonic aircraft noise regulatory standards. The macroscopic atmosphere plays a critical role in the loudness of sonic booms. The extensive sonic boom simulation study presented herein was completed to assess climatological, geographical, and seasonal effects on the variability of the X-59’s low-boom loudness and noise exposure region size in order to inform X-59 community test planning. The loudness and extent of the noise exposure region make up the “sonic boom carpet.” Two spatial and temporal resolutions of atmospheric input data to the simulation were investigated. A Fast Flexible Space-Filling Design was used to select the locations across the USA for the two spatial resolutions. Analysis of simulated X-59 low-boom loudness data within a regional subset of the northeast USA was completed using a bootstrap forest to determine the final spatial and temporal resolution of the countrywide simulation study. Atmospheric profiles from NOAA’s Climate Forecast System Version 2 database were used to generate over one million simulated X-59 carpets at the final selected 138 locations across the USA. Effects of aircraft heading, season, geography, and climate zone on low-boom levels and noise exposure region size were analyzed. Models were developed to estimate loudness metrics throughout the USA for X-59 supersonic cruise overflight, and results were visualized on maps to show geographical and seasonal trends. These results inform regulators and mission planners on expected variations in boom levels and carpet extent from atmospheric variations. Understanding potential carpet variability is important when planning community noise surveys using the X-59.

X-59↗

Mission operations management

Redefining the approach and philosophy that operations management uses to define, develop, and implement space missions will be a central element in achieving high efficiency mission operations for the future. The goal of a cost effective space operations program cannot be realized if the attitudes and methodologies we currently employ to plan, develop, and manage space missions do not change. A management philosophy that is in synch with the environment in terms of budget, technology, and science objectives must be developed. Changing our basic perception of mission operations will require a shift in the way we view the mission. This requires a transition from current practices of viewing the mission as a unique end product, to a 'mission development concept' built on the visualization of the end-to-end mission. To achieve this change we must define realistic mission success criteria and develop pragmatic approaches to achieve our goals. Custom mission development for all but the largest and most unique programs is not practical in the current budget environment, and we simply do not have the resources to implement all of our planned science programs. We need to shift our management focus to allow us the opportunity make use of methodologies and approaches which are based on common building blocks that can be utilized in the space, ground, and mission unique segments of all missions.

Rocco, David A.↗

Biocybernetic factors in human perception and memory

The objective of this research is to develop biocybernetic techniques for use in the analysis and development of skills required for the enhancement of concrete images of the 'eidetic' type. The scan patterns of the eye during inspection of scenes are treated as indicators of the brain's strategy for the intake of visual information. The authors determine the features that differentiate visual scan patterns associated with superior imagery from scan patterns associated with inferior imagery, and simultaneously differentiate the EEG features correlated with superior imagery from those correlated with inferior imagery. A closely-coupled man-machine system has been designed to generate image enhancement and to train the individual to exert greater voluntary control over his own imagery. The models for EEG signals and saccadic eye movement in the man-machine system have been completed. The report describes the details of these models and discusses their usefulness.

Lai, D. C.↗

Effects of rectilinear acceleration, optokinetic and caloric stimuli in space

The set of experiments comprising the Spacelab 1ES201 package designed to investigate the human vestibular system and equilibratory function in weightlessness are described. The specific objectives of the experiments include: (1) the determination of the threshold of perception of linear oscillatory motion; (2) measurement of physiological and subjective responses to supra threshold, linear and angular motion stimuli; (3) study of the postural adjustments, eye movements, and illusions of attitude and motion evoked by optokinetic stimuli, (i.e., moving visual patterns) in order to assess visual/vestibular interactions; (4) examination of the effect of thermal stimulations of the vestibular apparatus to determine if the eye movements elicited by the 'caloric test' are used by a density gradient in the semicircular canal; and (5) investigation of the pathogenesis of space motion sickness by recording signs and symptoms during the course of vestibular stimulation and, specifically, when the test subject is exposed to sustained, linear oscillatory motion.

Vonbaumgarten, R.↗