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At least 397 records · Page 22

RMIT AR Android Application Abstract

This summer, I've worked as an intern for IT-C1's Rapid Model Import Tool (RMIT) project under Bill Little. The goal of this project was to develop a mobile application for IT-C1's larger project, RMIT, so that it could be deployed in a convenient way. The current function of RMIT is to import file types that are not normally compatible with the Unity 3D software development engine and make them into files that can be placed into Unity for the specific purpose of viewing CAD models in virtual reality (VR). The mobile application that I worked on uses augmented reality (AR), using the camera on a mobile device, to show virtual models in the real world for the purpose of visualization and understanding. In addition to single-player capabilities, this application will include a multi-player mode so that collaborating engineers can see each other's work on their own devices.Working on this application required many steps. First, I hard to learn a lot about how mobile development is different from desktop development, and what the limitations of augmented reality are at its current state. From there, I was assigned new tasks and goals every two weeks, which included addingground plane and air plane functionality, designing a user interface, adding multi-player capability and allowing the user to manipulate models placed in a scene.

Dorian Thompson↗

Artemis Lunar Surface VR/ARGOS Trainer

This proposal aims to provide insight by identifying potential risks and unknowns of lander egress and surface operations through a Mixed Reality (MR) planning, training, and analysis capability that integrates Virtual Reality (VR) simulations and the Active Response Gravity Offload System (ARGOS) in support of Artemis missions to the moon. The VR simulation will incorporate lunar digital elevation map data and imagery to provide accurate terrain of the south pole and Shackleton Crater. Date specific ephemerides will used to simulate the extreme lighting environment. Virtual representations of a lunar lander vehicle will be represented with a physical mockup of the porch and ladder assembly. Human-in-the-loop engineering test runs within ARGOS will be used to refine performance of the Mixed Reality interface with the mockup platform and define procedures for training.

Lee K Bingham↗

Combustion and Emissions Analysis of Alternatives

NASA’s Aeronautics Research Mission Directorate requested an analysis of alternatives (AoA) study on the following three competencies in 2020: subsonic transport acoustics, combustion and emissions, and aircraft icing. This presentation will address details specific to the combustion and emissions analysis of alternatives study. The basic process used for during the AoA study in shown in Figure 1. Figure 1. Flow chart of the Analysis of Alternative process used in this study. The combustion study team was multidisciplinary, including a wide range perspectives and areas of expertise. Inputs were collected from within NASA and a wide range of external stakeholders, including aircraft engine companies, aircraft airframe companies and other government agencies. Eight future realities for aviation were developed in preparation for the applying the AoA process, such as future realities with increased or decrease airline traffic, greater emissions stringency, or a revolution in energy infrastructure (such as hydrogen usage). Based on the inputs collected, over seventy technical elements applicable to combustion and emissions research were developed. To rank the importance of these technical elements for each future reality, a set of evaluation criterion were developed that can be generally characterized as environmental impacts, technologies enabling reduced fuel burn, and elements requiring significant NASA involvement or having significant industry pull. Using in-house codes to apply the TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) methodology, as well performing consistency checks and other analysis by the study team, a ranked set of technical elements was generated. Several research needs were identified and analyzed to determine the highest priorities for potential research by NASA in the combustion and emissions area. Results from the study will be presented.

combustion↗

Crew Medical Training to Progressively Enable EIMO

Background. Onboard medical capabilities have greatly expanded over the history of the US space program. Newly identified space-related medical conditions, technological advances, and longer mission durations have led to an increasing need for on-demand medical expertise. Lengthy communications delays, lack of resupply and evacuation opportunities on exploration-class missions place an ever-increasing burden on the crew to provide medical care. Having adequate knowledge, skills, and abilities (KSA) available is an essential component of successful Earth Independent Medical Operations (EIMO). Without appropriate crew training and KSA, cutting-edge medical equipment has little value. Presumably, the crew will include a qualified physician; however, if the physician is incapacitated, a non-physician crew medical officer (CMO) will be needed. While more crew time is needed for medical training, there will be concomitant increases in preflight training demands for vehicle system management, operations, science, and contingencies. In truly independent operations, onboard resources such as just-in-time training, mixed reality, decision support tools, and AI-enabled chatbot “consultants” will be needed to augment KSA. Overview. Because of crew time constraints, topical priorities must be determined for preflight training. Curricula should be developed that emphasize management of conditions with relatively high incidence and morbidity/mortality. Defining the required KSA levels to treat each condition is essential, but all crewmembers should have basic lifesaving skills. Procedural and diagnostic training on live patients and simulators should be prioritized over classroom lectures. Crews must be trained with onboard equipment, resources, mixed reality, and AI-based decision support tools. Mission simulations should include medical problems with/without ground support and with appropriate communication delays. Certification guidelines for each level of KSA must be established. Skills rapidly decay for non-physician CMO’s; both pre-flight and in-flight refresher training will be needed. During spaceflight just-in-time training, simulations, and onboard CME with crew physician can help retain skills. Discussion. Medical technology, simulation design, mixed reality, and AI are advancing at a dizzying rate. Recognizing the severe constraints on crew time, it is critical that astronaut training is highly efficient and adapted to keep pace with new innovations both pre-flight and during exploration missions. These challenges will be discussed during this panel session.

Jay Lemery↗

2022 Innovation Fair - Simulation Facility to Develop Synchronization Standards for VR Visuals and Motion

Integrating Virtual Reality into the Vertical Motion Simulator for research into the future of simulation and flight To create software and hardware for integration of a Virtual Reality (VR) Head Mounted Display (HMD) into the Ames Vertical Motion Simulator for the purpose of developing and utilizing an empirical human-in-the-loop (HITL) testing method to determine spatial and temporal registration thresholds required for aligning VR Visuals with platform base motion.

Innovation Fair↗

Space - The long-range future

The Space Shuttle/Space Transportation System (STS) provides the basis for future development toward permanent manned Space Stations, manned access to geostationary orbit (GEO), deployment of large space structures, development of closed-cycle life support systems, and the discovery of greater industrial applications in space. Research must continue in order to make an Orbital Transfer Vehicle (OTV) which would provide manned flights to GEO and the establishment of a lunar base a reality by the year 2000. Beyond the year 2000 there should be advanced complexes in low-earth orbit (LEO), permanently manned scientific and communication stations in GEO, a permanent moon base, manned expeditions to Mars, and a geosynchronous facility. These goals can be achieved through international cooperation; cooperative programs will allow for more research at a faster pace due to joint funding. These advances could lead to improvements in the quality of life on earth and make comfortable space life a reality.

Von Puttkamer, J.↗

Seeing by exploring

The classical notion of how things are seen is that perception is passive, that the eyes are windows, and in floods reality. Physiological work of the 19th century cast doubt on this view that perception is passive acceptance of reality. Perception is not at the present time a popular topic for philosophers. This must be partly because scientific accounts of perception have now gone a long way away from appearances. They depend on physiological and psycho-physical experiments which require technical investigation and do not fall within traditional concepts of philosophy. Theories of visual perception are examined, both from a physical and psycho-physical standpoint.

Gregory, Richard L.↗

Carbon-carbon composites: Emerging materials for hypersonic flight

An emerging class of high temperature materials called carbon-carbon composites are being developed to help make advanced aerospace flight become a reality. Because of the high temperature strength and low density of carbon-carbon composites, aerospace engineers would like to use these materials in even more advanced applications. One application of considerable interest is as the structure of the aerospace vehicle itself rather than simply as a protective heat shield as on Space Shuttle. But suitable forms of these materials have yet to be developed. If this development can be successfully accomplished, advanced aerospace vehicles such as the National Aero-Space Plane (NASP) and other hypersonic vehicles will be closer to becoming a reality. A brief definition is given of C-C composites. Fabrication problems and oxidation protection concepts are examined. Applications of C-C composites in the Space Shuttle and in advanced hypersonic vehicles as well as other applications are briefly discussed.

Maahs, Howard G.↗

The virtual environment display system

Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

Mcgreevy, Michael W.↗

The Space Station decision - Politics, bureaucracy, and the making of public policy

The lack of consensus that dominates the conception of major scientific and technological programs is demonstrated via a comparison of the decisions to build the Space Station and the Space Transportation System, and the decision to go to the moon. It is argued that the way political reality conditions administrative behavior in NASA is shown by the decision to promote international cooperation prior to program approval. It is concluded that so long as NASA remains a government agency, its officials will struggle to learn how to balance professional accountability with political reality.

Mccurdy, Howard E.↗

Non-scalar uncertainty: Uncertainty in dynamic systems

The following point is stated throughout the paper: dynamic systems are usually subject to uncertainty, be it the unavoidable quantic uncertainty when working with sufficiently small scales or when working in large scales uncertainty can be allowed by the researcher in order to simplify the problem, or it can be introduced by nonlinear interactions. Even though non-quantic uncertainty can generally be dealt with by using the ordinary probability formalisms, it can also be studied with the proposed non-scalar formalism. Thus, non-scalar uncertainty is a more general theoretical framework giving insight into the nature of uncertainty and providing a practical tool in those cases in which scalar uncertainty is not enough, such as when studying highly nonlinear dynamic systems. This paper's specific contribution is the general concept of non-scalar uncertainty and a first proposal for a methodology. Applications should be based upon this methodology. The advantage of this approach is to provide simpler mathematical models for prediction of the system states. Present conventional tools for dealing with uncertainty prove insufficient for an effective description of some dynamic systems. The main limitations are overcome abandoning ordinary scalar algebra in the real interval (0, 1) in favor of a tensor field with a much richer structure and generality. This approach gives insight into the interpretation of Quantum Mechanics and will have its most profound consequences in the fields of elementary particle physics and nonlinear dynamic systems. Concepts like 'interfering alternatives' and 'discrete states' have an elegant explanation in this framework in terms of properties of dynamic systems such as strange attractors and chaos. The tensor formalism proves especially useful to describe the mechanics of representing dynamic systems with models that are closer to reality and have relatively much simpler solutions. It was found to be wise to get an approximate solution to an accurate model than to get a precise solution to a model constrained by simplifying assumptions. Precision has a very heavy cost in present physical models, but this formalism allows the trade between uncertainty and simplicity. It was found that modeling reality sometimes requires that state transition probabilities should be manipulated as nonscalar quantities, finding at the end that there is always a transformation to get back to scalar probability.

Martinez, Salvador Gutierrez↗

Orbital dynamics of PSR1257+12 and its two planetary companions

I present a review of the orbital dynamics of the three body problem of PSR1257+12 and its two putative planetary companions. The orbital dynamics provides two 'reality checks' on the planetary interpretation of the pulse arrival time residuals observed by Wolszczan and Frail (1992). First, by examining the dynamical stability of the system for the deduced orbital periods, one can place upper limits on the companion masses of about two times the mass of Jupiter. Since the lower limits of the companion masses deduced from the observations are well below this upper limit, the planetary interpretation passes this first 'reality check'. Second, the 3:2 near-commensurability of the orbital periods effects periodic variations of the Keplerian orbital parameters. The amplitude of these variations provides a direct measure of the masses of the companions relative to the mass of the pulsar. The signature of these variations in pulse time-of-arrival data is not straightforward, but, if the planetary interpretation is correct, it should become detectable as an additional quasi-periodic phase residual over a period of a few years.

Malhotra, Renu↗

How to handle 6GBytes a night and not get swamped

The Macho Project has undertaken a 5 year effort to search for dark matter in the halo of the Galaxy by scanning the Magellanic Clouds for micro-lensing events. Each evening's raw image data will be reduced in real-time into the observed stars' photometric measurements. The actual search for micro-lensing events will be a post-processing operation. The theoretical prediction of the rate of such events necessitates the collection of a large number of repeated exposures. The project designed camera subsystem delivers 64 Mbytes per exposure with exposures typically occurring every 500 seconds. An ideal evening's observing will provide 6 Gbytes of raw image data and 40 Mbytes of reduced photometric measurements. Recognizing the difficulty of digging out from a snowballing cascade of raw data, the project requires the real-time reduction of each evening's data. The software team's implementation strategy centered on this non-negotiable mandate. Accepting the reality that 2 full time people needed to implement the core real-time control and data management system within 6 months, off-the-shelf vendor components were explored to provide quick solutions to the classic needs for file management, data management, and process control. Where vendor solutions were lacking, state-of-the-art models were used for hand tailored subsystems. In particular, petri nets manage process control, memory mapped bulletin boards provide interprocess communication between the multi-tasked processes, and C++ class libraries provide memory mapped, disk resident databases. The differences between the implementation strategy and the final implementation reality are presented. The necessity of validating vendor product claims are explored. Both the successful and hindsight decisions enabling the collection and processing of the nightly data barrage are reviewed.

Allsman, R.↗

Quantitative 3-D imaging topogrammetry for telemedicine applications

The technology to reliably transmit high-resolution visual imagery over short to medium distances in real time has led to the serious considerations of the use of telemedicine, telepresence, and telerobotics in the delivery of health care. These concepts may involve, and evolve toward: consultation from remote expert teaching centers; diagnosis; triage; real-time remote advice to the surgeon; and real-time remote surgical instrument manipulation (telerobotics with virtual reality). Further extrapolation leads to teledesign and telereplication of spare surgical parts through quantitative teleimaging of 3-D surfaces tied to CAD/CAM devices and an artificially intelligent archival data base of 'normal' shapes. The ability to generate 'topogrames' or 3-D surface numerical tables of coordinate values capable of creating computer-generated virtual holographic-like displays, machine part replication, and statistical diagnostic shape assessment is critical to the progression of telemedicine. Any virtual reality simulation will remain in 'video-game' realm until realistic dimensional and spatial relational inputs from real measurements in vivo during surgeries are added to an ever-growing statistical data archive. The challenges of managing and interpreting this 3-D data base, which would include radiographic and surface quantitative data, are considerable. As technology drives toward dynamic and continuous 3-D surface measurements, presenting millions of X, Y, Z data points per second of flexing, stretching, moving human organs, the knowledge base and interpretive capabilities of 'brilliant robots' to work as a surgeon's tireless assistants becomes imaginable. The brilliant robot would 'see' what the surgeon sees--and more, for the robot could quantify its 3-D sensing and would 'see' in a wider spectral range than humans, and could zoom its 'eyes' from the macro world to long-distance microscopy. Unerring robot hands could rapidly perform machine-aided suturing with precision micro-sewing machines, splice neural connections with laser welds, micro-bore through constricted vessels, and computer combine ultrasound, microradiography, and 3-D mini-borescopes to quickly assess and trace vascular problems in situ. The spatial relationships between organs, robotic arms, and end-effector diagnostic, manipulative, and surgical instruments would be constantly monitored by the robot 'brain' using inputs from its multiple 3-D quantitative 'eyes' remote sensing, as well as by contact and proximity force measuring devices. Methods to create accurate and quantitative 3-D topograms at continuous video data rates are described.

Altschuler, Bruce R.↗

RoboLab and virtual environments

A useful adjunct to the manned space station would be a self-contained free-flying laboratory (RoboLab). This laboratory would have a robot operated under telepresence from the space station or ground. Long duration experiments aboard RoboLab could be performed by astronauts or scientists using telepresence to operate equipment and perform experiments. Operating the lab by telepresence would eliminate the need for life support such as food, water and air. The robot would be capable of motion in three dimensions, have binocular vision TV cameras, and two arms with manipulators to simulate hands. The robot would move along a two-dimensional grid and have a rotating, telescoping periscope section for extension in the third dimension. The remote operator would wear a virtual reality type headset to allow the superposition of computer displays over the real-time video of the lab. The operators would wear exoskeleton type arms to facilitate the movement of objects and equipment operation. The combination of video displays, motion, and the exoskeleton arms would provide a high degree of telepresence, especially for novice users such as scientists doing short-term experiments. The RoboLab could be resupplied and samples removed on other space shuttle flights. A self-contained RoboLab module would be designed to fit within the cargo bay of the space shuttle. Different modules could be designed for specific applications, i.e., crystal-growing, medicine, life sciences, chemistry, etc. This paper describes a RoboLab simulation using virtual reality (VR). VR provides an ideal simulation of telepresence before the actual robot and laboratory modules are constructed. The easy simulation of different telepresence designs will produce a highly optimum design before construction rather than the more expensive and time consuming hardware changes afterwards.

Giarratano, Joseph C.↗

A decade of telerobotics in rehabilitation: Demonstrated utility blocked by the high cost of manipulation and the complexity of the user interface

The Stanford/VA Interactive Robotics Laboratory set out in 1978 to test the hypothesis that industrial robotics technology could be applied to serve the manipulation needs of severely impaired individuals. Five generations of hardware, three generations of system software, and over 125 experimental subjects later, we believe that genuine utility is achievable. The experience includes development of over 65 task applications using voiced command, joystick control, natural language command and 3D object designation technology. A brief foray into virtual environments, using flight simulator technology, was instructive. If reality and virtuality come for comparable prices, you cannot beat reality. A detailed review of assistive robot anatomy and the performance specifications needed to achieve cost/beneficial utility will be used to support discussion of the future of rehabilitation telerobotics. Poised on the threshold of commercial viability, but constrained by the high cost of technically adequate manipulators, this worthy application domain flounders temporarily. In the long run, it will be the user interface that governs utility.

Leifer, Larry↗

An applications-oriented approach to the development of virtual environments

The field of Virtual Reality (VR) is diverse, ranging in scope from research into fundamental enabling technologies to the building of full-scale entertainment facilities. However, the concept of virtual reality means many things to many people. Ideally, a definition of VR should derive from how it can provide solutions to existing challenges in building advanced human computer interfaces. The measure of success for VR lies in its ability to enhance the assimilation of complex information, whether to aid in difficult decision making processes, or to recreate real experiences in a compelling way. This philosophy is described using an example from a VR-based advertising project. The common and unique elements of this example are explained, though the fundamental development process is the same for all virtual environments that support information transfer. In short, this development approach is an applications oriented approach that begins by establishing and prioritizing user requirements and seeks to add value to the information transfer process through the appropriate use of VR technology.

Crowe, Michael X.↗

Virtual environment application with partial gravity simulation

To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

Ray, David M.↗