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Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop testing plays a crucial role in NASA's mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts' situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA's testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop testing for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive training experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

Simulation Modeling Virtual Reality Immersive Tech↗

The Lunar Configurable Array Telescope (LCAT)

The desire for a much larger space telescope than HST by astronomers is clearly demonstrated by the attendance at this Workshop. The reality is that a much larger space telescope than the HST collides with cost scaling reality. Coupled with this reality is the fact that any multi-billion dollar science project must have broad-based support from the science community and solid political support at both Presidential and Congressional levels. The HST successor is certainly in the same multi-billion dollar class as the Super Collider of the physics community, a project that has finally achieved the broad support base necessary for funding to follow. Advocacy of a bigger HST on the general grounds that 'bigger is better' will not be sufficient. A new concept needs to be developed that clearly diverges from scaling up of a traditional HST-type space telescope. With these realities in mind we have a few comments regarding the nature of a possible space telescope that may depart from what the organizers of this Workshop had in mind. The national goal declared by the President is Space Station, the Moon and Mars, in that order. Space Station is a potential location where a large system could be assembled prior to being sent into a high orbit. It is not a desirable environment for a large space telescope. Mars is not relevant as an observatory site. The Moon is very relevant for reasons we will address. Our comments are based on the premise of a permanent Lunar Outpost. One of the main arguments for a lunar telescope is a degree of permanency, that is, as long as a Lunar Outpost is maintained. In contrast, the relatively short lifetime of an orbiting telescope is a disadvantage, especially as a cost penalty. Access to a telescope in a 100,000 km orbit for refurbishment and resupply is a major problem with no solution in the present NASA planning. A telescope in conjunction with a Lunar Outpost means the possibility for continual upgrading or modifying the telescope to meet changing science objectives. The two main technical disadvantages of the Moon are: 1) its gravity field; and 2) direct Sun and Earth light. The gravity term is manageable. It also appears to be feasible to shield the telescope from direct sun and Earth light and from scattering from nearby lunar terrain. Thermal disturbances to the telescope also appear to be manageable by proper shielding, enabling the telescope to become as cold as if it were at a lunar pole crater. If these conditions are met, the telescope could be at a logistically convenient location near the Lunar Outpost. We want to address a concept that is significantly different from those presented in the preliminary communications from Garth Illingworth in order to help fill in the matrix of possibilities. This option, moreover, is of special interest to JPL and could be an area where JPL can contribute in future studies.

Meinel, Aden B.↗

Holodeck Testbed Project

The main objective of the Holodeck Testbed is to create a cost effective, realistic, and highly immersive environment that can be used to train astronauts, carry out engineering analysis, develop procedures, and support various operations tasks. Currently, the Holodeck testbed allows to step into a simulated ISS (International Space Station) and interact with objects; as well as, perform Extra Vehicular Activities (EVA) on the surface of the Moon or Mars. The Holodeck Testbed is using the products being developed in the Hybrid Reality Lab (HRL). The HRL is combining technologies related to merging physical models with photo-realistic visuals to create a realistic and highly immersive environment. The lab also investigates technologies and concepts that are needed to allow it to be integrated with other testbeds; such as, the gravity offload capability provided by the Active Response Gravity Offload System (ARGOS). My main two duties were to develop and animate models for use in the HRL environments and work on a new way to interface with computers using Brain Computer Interface (BCI) technology. On my first task, I was able to create precise computer virtual tool models (accurate down to the thousandths or hundredths of an inch). To make these tools even more realistic, I produced animations for these tools so they would have the same mechanical features as the tools in real life. The computer models were also used to create 3D printed replicas that will be outfitted with tracking sensors. The sensor will allow the 3D printed models to align precisely with the computer models in the physical world and provide people with haptic/tactile feedback while wearing a VR (Virtual Reality) headset and interacting with the tools. Getting close to the end of my internship the lab bought a professional grade 3D Scanner. With this, I was able to replicate more intricate tools at a much more time-effective rate. The second task was to investigate the use of BCI to control objects inside the hybrid reality ISS environment. This task looked at using an Electroencephalogram (EEG) headset to collect brain state data that could be mapped to commands that a computer could execute. On this Task, I had a setback with the hardware, which stopped working and was returned to the vendor for repair. However, I was still able to collect some data, was able to process it, and started to create correlation algorithms between the electrical patterns in the brain and the commands we wanted the computer to carry out. I also carried out a test to investigate the comfort of the headset if it is worn for a long time. The knowledge gained will benefit me in my future career. I learned how to use various modeling and programming tools that included Blender, Maya, Substance Painter, Artec Studio, Github, and Unreal Engine 4. I learned how to use a professional grade 3D scanner and 3D printer. On the BCI Project I learned about data mining and how to create correlation algorithms. I also supported various demos including a live demo of the hybrid reality lab capabilities at ComicPalooza. This internship has given me a good look into engineering at NASA. I developed a more thorough understanding of engineering and my overall confidence has grown. I have also realized that any problem can be fixed, if you try hard enough, and as an engineer it is your job to not only fix problems but to embrace coming up with solutions to those problems.

Arias, Adriel↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for immersing users in realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop simulations play a crucial role in NASA’s mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments, data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures, and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts’ situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA’s testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop simulations for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive simulation experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

HITL↗

Exercise/recreation facility for a Lunar or Mars analog

Discussed here is a project to design an exercise/recreation station for an earth based simulator of a lunar or Martian habitat. Specifically, researchers designed a stationary bicycle that will help people keep fit and prevent muscular atrophy while stationed in space. To help with motivation and provide an element of recreation during the workout, the bicycle is enhanced by a virtual reality system. The system will simulate various riding situations and the choice of mountain bike or road bike. The bike employs a magnetic brake that provides continuously changing tension to simulate actual riding conditions. This braking system will be interfaced directly with the virtual reality system. Also integrated into the virtual reality system will be a monitoring system that regulates heart rate, work rate, and other functions during the course of the session.

Source record↗

Exercise/recreation facility for a lunar or Mars analog

The University of Idaho, NASA/USRA project for the 1990-91 school year is an exercise/recreation station for an Earth-based simulator of a lunar or martian habitat. Specifically, a stationary bicycle that will help people keep fit and prevent muscular atrophy while stationed in space was designed. To help with motivation and provide an element of recreation during the workout, the bicycle is to be enhanced by a virtual reality system. The system simulates various riding situations, including the choice of a mountain bike or a road bike. The bike employs a magnetic brake that provides continuously changing tension to simulate actual riding conditions. This braking system is interfaced directly with the virtual reality system. Also, integrated into the virtual reality display will be a monitoring system that regulates heart rate, work rate, and other functions during the course of the session.

Source record↗

Telepresence Media Resource Tape

Dr. Michael McGreevey (NASA's Ames Research Center) explains what virtual reality is and how NASA uses this concept. Computer animation of different planets using virtual reality is shown. One Ames research tool, the Virtual Wind Tunnel allows air flow to be studied inside the tunnel from any conceivable location. Dr. Carol Stoker (NASA's Ames Research Center) comments on Telepresence, one form of virtual reality.

Source record↗

Cognitive factors associated with immersion in virtual environments

Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

Psotka, Joseph↗

A microbased shared virtual world prototype

Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?

Pitts, Gerald↗

Two-Photon Ghost Image and Interference-Diffraction

One of the most surprising consequences of quantum mechanics is entanglement of two or more distance particles. The two-particle entangled state was mathematically formulated by Schrodinger. Based on this unusual quantum behavior, EPR defined their 'physical reality' and then asked the question: 'Can Quantum-Mechanical Description of Physical Reality Be Considered Complete?' One may not appreciate EPR's criterion of physical reality and insist that 'no elementary quantum phenomenon is a phenomenon until it is a recorded phenomenon'. Optical spontaneous parametric down conversion (SPDC) is the most effective mechanism to generate an EPR type entangled two-photon state. In SPDC, an optical beam, called the pump, is incident on a birefringent crystal. The pump is intense enough so that nonlinear effects lead to the conversion of pump photons into pairs of photons, historically called signal and idler. Technically, the SPDC is said to be type-1 or type-2, depending on whether the signal and idler beams have parallel or orthogonal polarization. The SPDC conversion efficiency is typically on the order of 10(exp -9) to 10(exp -11), depending on the SPDC nonlinear material. The signal and idler intensities are extremely low, only single photon detection devices can register them. The quantum entanglement nature of SPDC has been demonstrated in EPR-Bohm experiments and Bell's inequality measurements. The following two experiments were recently performed in our laboratory, which are more closely related to the original 1935 EPR gedankenezperiment. The first experiment is a two-photon optical imaging type experiment, which has been named 'ghost image' by the physics community. The signal and idler beams of SPDC are sent in different directions, so that the detection of the signal and idler photons can be performed by two distant photon counting detectors. An aperture object (mask) is placed in front of the signal photon detector and illuminated by the signal beam through a convex lens. Surprisingly, an image of this aperture is observed in the idler beam, by scanning the idler photon detector in the transverse plane of the idler beam, if we are sure that the idler photon detector 'catches' the 'twin brother' of the signal, which can be easily performed by a coincidence measurement. This effect is even more striking when we found that the object-lens-image relationship satisfies the Gaussian thin lens equation. The second experiment demonstrates two-photon 'ghost' interference-diffraction. The experimental set up is similar to the image experiment, except that rather than a lens and an aperture it is a Young's double-slit (or a single-slit) inserted into the path of the signal beam. We could not find any interference (or diffraction) pattern behind the slit. Surprisingly, an interference (or diffraction) pattern is observed when scanning the detector in the idler beam, if we are sure that the idler photon detector 'catches' the 'twin brother' of the signal.

Shih, Y. H.↗

World Reaction to Virtual Space

DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.

Source record↗

Virtually Out of This World!

Ames Research Center granted Reality Capture Technologies (RCT), Inc., a license to further develop NASA's Mars Map software platform. The company incorporated NASA#s innovation into software that uses the Virtual Plant Model (VPM)(TM) to structure, modify, and implement the construction sites of industrial facilities, as well as develop, validate, and train operators on procedures. The VPM orchestrates the exchange of information between engineering, production, and business transaction systems. This enables users to simulate, control, and optimize work processes while increasing the reliability of critical business decisions. Engineers can complete the construction process and test various aspects of it in virtual reality before building the actual structure. With virtual access to and simulation of the construction site, project personnel can manage, access control, and respond to changes on complex constructions more effectively. Engineers can also create operating procedures, training, and documentation. Virtual Plant Model(TM) is a trademark of Reality Capture Technologies, Inc.

Source record↗

A New Continent of Ideas

While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.

Source record↗

A Discussion of Knowledge Based Design

A discussion of knowledge and Knowledge- Based design as related to the design of aircraft is presented. The paper discusses the perceived problem with existing design studies and introduces the concepts of design and knowledge for a Knowledge- Based design system. A review of several Knowledge-Based design activities is provided. A Virtual Reality, Knowledge-Based system is proposed and reviewed. The feasibility of Virtual Reality to improve the efficiency and effectiveness of aerodynamic and multidisciplinary design, evaluation, and analysis of aircraft through the coupling of virtual reality technology and a Knowledge-Based design system is also reviewed. The final section of the paper discusses future directions for design and the role of Knowledge-Based design.

Wood, Richard M.↗

SAFER Inspection of Space Shuttle Thermal Protection System

In the aftermath of the space shuttle Columbia accident, it quickly became clear that new methods would need to be developed that would provide the capability to inspect and repair the shuttle's thermal protection system (TPS). A boom extension to the Remote Manipulator System (RMS) with a laser topography sensor package was identified as the primary means for measuring the damage depth in acreage tile as well as scanning Reinforced Carbon- Carbon (RCC) surfaces. However, concern over the system's fault tolerance made it prudent to investigate alternate means of acquiring close range photographs and contour depth measurements in the event of a failure. One method that was identified early was to use the Simplified Aid For EVA Rescue (SAFER) propulsion system to allow EVA access to damaged areas of concern. Several issues were identified as potential hazards to SAFER use for this operation. First, the ability of an astronaut to maintain controlled flight depends upon efficient technique and hardware reliability. If either of these is insufficient during flight operations, a safety tether must be used to rescue the crewmember. This operation can jeopardize the integrity of the Extra-vehicular Mobility Unit (EMU) or delicate TPS materials. Controls were developed to prevent the likelihood of requiring a tether rescue, and procedures were written to maximize the chances for success if it cannot be avoided. Crewmember ability to manage tether cable tension during nominal flight also had to be evaluated to ensure it would not negatively affect propellant consumption. Second, although propellant consumption, flight control, orbital dynamics, and flight complexity can all be accurately evaluated in Virtual Reality (VR) Laboratory at Johnson Space Center, there are some shortcomings. As a crewmember's hand is extended to simulate measurement of tile damage, it will pass through the vehicle without resistance. In reality, this force will push the crewmember away from the vehicle, and could induce a moment which, if strong enough, could saturate the attitude control system in SAFER. This raises the concern that additional propellant will be consumed to maintain controlled flight. To account for this, the fidelity of the Virtual Reality simulation was improved to include the effect of crewmember contact with the vehicle during SAFER flight. In addition, while participating in VR simulations, the subject is in shirt sleeves and sits in a chair. This does not provide a flight-like representation of body position awareness. To prevent inadvertent contact with tile or RCC, other facilities were utilized to establish crew preferences for body attitude and tool configuration. Finally, a study was performed to determine if attitude constraints are needed for the Space shuttle and International Space Station to reduce SAFER flight difficulty.

Scoville, Zebulon C.↗

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Next Generation Flight Displays Using HTML5

The Human Integrated Vehicles and Environments (HIVE) lab at Johnson Space Center (JSC) is focused on bringing together inter-disciplinary talent to design and integrate innovative human interface technologies for next generation manned spacecraft. As part of this objective, my summer internship project centered on an ongoing investigation in to building flight displays using the HTML5 standard. Specifically, the goals of my project were to build and demo "flight-like" crew and wearable displays as well as create a webserver for live systems being developed by the Advanced Exploration Systems (AES) program. In parallel to my project, a LabVIEW application, called a display server, was created by the HIVE that uses an XTCE (XML (Extensible Markup Language) Telemetry and Command Exchange) parser and CCSDS (Consultative Committee for Space Data System) space packet decoder to translate telemetry items sent by the CFS (Core Flight Software) over User Datagram Protocol (UDP). It was the webserver's job to receive these UDP messages and send them to the displays. To accomplish this functionality, I utilized Node.js and the accompanying Express framework. On the display side, I was responsible for creating the power system (AMPS) displays. I did this by using HTML5, CSS and JavaScript to create web pages that could update and change dynamically based on the data they received from the webserver. At this point, I have not started on the commanding, being able to send back to the CFS, portion of the displays but hope to have this functionality working by the completion of my internship. I also created a way to test the webserver's functionality without the display server by making a JavaScript application that read in a comma-separate values (CSV) file and converted it to XML which was then sent over UDP. One of the major requirements of my project was to build everything using as little preexisting code as possible, which I accomplished by only using a handful of JavaScript libraries. As a side project, I created a model of the HIVE lab and Building 29 using SketchUp. I obtained the floorplans of the building from the JSC Geographic Information Systems (GIS), which were computer-aided design (CAD) files, and imported them into SketchUp. I then took those floorplans and created a 3D model of the building from them. Working in conjunction with the Hybrid Reality lab in Building 32, the SketchUp model was imported into Unreal Engine for use with the HTC Vive. Using the Vive, I was able to interact with the model I created in virtual reality (VR). The purpose of this side project was to be able to visualize potential lab layouts and mockup designs as they are in development in order to finalize design decisions. Pending approval, the model that I created will be used in the Build-As-You-Test: Can Hybrid Reality Improve the SE/HSI Design Process project in the fall. Getting the opportunity to work at NASA has been one of the most memorable experiences of my life. Over the course of my internship, I improved my programming and web development abilities substantially. I will take all the skills and experiences I have had while at NASA back to school with me in the fall and hope to pursue a career in the aerospace industry after graduating in the spring.

Greenwood, Brian↗

Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

Searcy, Brittani↗