Search NASA⌕ Search

SEARCH · Search NASA

Results for “Human Computer Interaction”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 415 records · Page 23

Developing New Tools for Modeling Rocket Plume-Surface Interactions

With NASA’s goal to land the next human on the lunar surface in the next few years, it has become vitally important that we have a better understanding of how future landing spacecraft will interact with the unique properties of regolith¬¬––the layer of loose, unconsolidated dust and rock on the lunar surface¬¬––which can cause hazards like visual obstructions, particulate clouds, and cratering of the landing zone. Researchers from the Fluid Dynamics Branch at NASA’s Marshall Space Flight Center are performing plume-surface interaction (PSI) simulations between lander engine plumes and unprepared regolith surfaces, and have developed new tools to provide predictive PSI environments for various NASA projects and missions, including the Human Lander System (HLS), Commercial Lunar Payload Services (CLPS), and future Mars landers. These tools allow the researchers to determine how to best meet the simulation and time requirements for each project by varying model fidelity. The highest fidelity tool is the Gas Granular Flow Solver (Loci/GGFS) that models gas-particle multi-phase interactions to predict regolith cratering and ejection of particles into the immediate surroundings of the lander. At its highest fidelity, it can model microscopic regolith particle interactions with a particle size/shape distribution that statistically replicates actual regolith, however, to be most effective with today’s computing resources, it is currently run using only one to three equivalent particle sizes/shapes. The team also incorporated engineering models into their software suite to create production-ready hybrid tools with reduced fidelity. At the lowest fidelity, the computational fluid dynamics (CFD) code Loci/CHEM+DIGGEM can predict crater depth over time by relating local CFD-predicted surface shear stresses to a model of erosion mass flux.

plume surface interaction↗

MIDAS, prototype Multivariate Interactive Digital Analysis System for large area earth resources surveys. Volume 1: System description

A third-generation, fast, low cost, multispectral recognition system (MIDAS) able to keep pace with the large quantity and high rates of data acquisition from large regions with present and projected sensots is described. The program can process a complete ERTS frame in forty seconds and provide a color map of sixteen constituent categories in a few minutes. A principle objective of the MIDAS program is to provide a system well interfaced with the human operator and thus to obtain large overall reductions in turn-around time and significant gains in throughput. The hardware and software generated in the overall program is described. The system contains a midi-computer to control the various high speed processing elements in the data path, a preprocessor to condition data, and a classifier which implements an all digital prototype multivariate Gaussian maximum likelihood or a Bayesian decision algorithm. Sufficient software was developed to perform signature extraction, control the preprocessor, compute classifier coefficients, control the classifier operation, operate the color display and printer, and diagnose operation.

Christenson, D.↗

Man-machine interactive imaging and data processing using high-speed digital mass storage

The role of vision in teleoperation has been recognized as an important element in the man-machine control loop. In most applications of remote manipulation, direct vision cannot be used. To overcome this handicap, the human operator's control capabilities are augmented by a television system. This medium provides a practical and useful link between workspace and the control station from which the operator perform his tasks. Human performance deteriorates when the images are degraded as a result of instrumental and transmission limitations. Image enhancement is used to bring out selected qualities in a picture to increase the perception of the observer. A general purpose digital computer, an extensive special purpose software system is used to perform an almost unlimited repertoire of processing operations.

Alsberg, H.↗

An Innovative Approach to Modeling VIPER Rover Software Life Cycle Cost

NASA’s “Volatiles Investigating Polar Exploration Rover” (VIPER) will be the first robotic mission to prospect for water ice near the south pole of the Moon in late 2023 on a 100-Earth-day mission. The information that the VIPER rover provides will help improve understanding of the composition, distribution, and accessibility of Lunar polar volatiles and will help determine how the Moon’s resources can support future human space exploration. VIPER, however, represents a radical departure from the way that NASA has traditionally developed planetary robotic missions. A key consequence of these differences is that estimating the cost of VIPER’s rover software is challenging and complex.For example, VIPER is being developed using management procedures typically applied to NASA research and technology projects, rather than space flight programs. In addition, key portions of the rover’s software are being designed as ground software to run on mission control computers (rather than on-board the rover as flight software as with prior planetary missions) taking advantage of continuous, interactive data communications between the Moon and Earth and higher performance computing available on the ground. Moreover, the rover’s software is being engineered using Agile software development practices and incorporates a significant amount of open-source, rather than following traditional (spiral, waterfall, etc.) development methods and in-house code. In this paper, we present an innovative process to estimate the life cycle cost of VIPER’s rover software. We first describe how we modeled the architecture and code counts for three software elements: Rover Flight Software (RFSW), Rover Ground Software (RGSW), and Rover Simulation Software (RSIM). We then discuss key challenges and unique aspects of our approach, such as the lack of Lunar rover analogies, the need to integrate and test large open source software, and the strategies developed to account for use of non-space flight management practices and the impact of the COVID-19 pandemic. We conclude with a summary of our results, including cumulative distribution, nearest neighbors and cluster analysis, as well as heuristics used to confirm the reasonableness of the cost estimate.

Utz, Hans↗

Adjustable Autonomy Testbed

The Adjustable Autonomy Testbed (AAT) is a simulation-based testbed located in the Intelligent Systems Laboratory in the Automation, Robotics and Simulation Division at NASA Johnson Space Center. The purpose of the testbed is to support evaluation and validation of prototypes of adjustable autonomous agent software for control and fault management for complex systems. The AA T project has developed prototype adjustable autonomous agent software and human interfaces for cooperative fault management. This software builds on current autonomous agent technology by altering the architecture, components and interfaces for effective teamwork between autonomous systems and human experts. Autonomous agents include a planner, flexible executive, low level control and deductive model-based fault isolation. Adjustable autonomy is intended to increase the flexibility and effectiveness of fault management with an autonomous system. The test domain for this work is control of advanced life support systems for habitats for planetary exploration. The CONFIG hybrid discrete event simulation environment provides flexible and dynamically reconfigurable models of the behavior of components and fluids in the life support systems. Both discrete event and continuous (discrete time) simulation are supported, and flows and pressures are computed globally. This provides fast dynamic simulations of interacting hardware systems in closed loops that can be reconfigured during operations scenarios, producing complex cascading effects of operations and failures. Current object-oriented model libraries support modeling of fluid systems, and models have been developed of physico-chemical and biological subsystems for processing advanced life support gases. In FY01, water recovery system models will be developed.

Malin, Jane T.↗

Intelligent automated surface grid generation

The goal of our research is to produce a flexible, general grid generator for automated use by other programs, such as numerical optimizers. The current trend in the gridding field is toward interactive gridding. Interactive gridding more readily taps into the spatial reasoning abilities of the human user through the use of a graphical interface with a mouse. However, a sometimes fruitful approach to generating new designs is to apply an optimizer with shape modification operators to improve an initial design. In order for this approach to be useful, the optimizer must be able to automatically grid and evaluate the candidate designs. This paper describes and intelligent gridder that is capable of analyzing the topology of the spatial domain and predicting approximate physical behaviors based on the geometry of the spatial domain to automatically generate grids for computational fluid dynamics simulators. Typically gridding programs are given a partitioning of the spatial domain to assist the gridder. Our gridder is capable of performing this partitioning. This enables the gridder to automatically grid spatial domains of wide range of configurations.

Yao, Ke-Thia↗

Empirical and Analytic Studies Human/Automation Dynamics in Airspace Management for Free Flight

NASA and the FAA have initiated programs of research and development to provide flight crew, airline operations and air traffic managers with automation aids to increase capacity in en route and terminal area to support the goals of free flight for safe, flexible, predictable, and efficient operations. To support the development of those aiding systems human performance in automated aiding has been examined in empirical and computationally analytic studies. This paper presents a set of those studies in full mission simulation and the development of a predictive computational model of human performance. We have found that the combination of methodologies provide a powerful design-aiding process. We will describe three research programs in support of Free Flight Operations from the perspective of human performance requirements. We have examined procedures and communications in the use of voice and data-link operation at the transition between unconstrained (enroute) and constrained (terminal) airspace operations. We have examined the timing and form of Center TRACON Automation System (CTAS) advisories in descent. We have investigated the shape and dimensions of an 'alert zone' for air-based separation in unconstrained operations. Finally, we have examined the interaction of a ground-based conflict detection/resolution aiding system, as it interacts with a cockpit-based conflict alerting mechanism. Additional information is contained in the original extended abstract.

Corker, Kevin M.↗

Pictorial communication in virtual and real environments

Papers about the communication between human users and machines in real and synthetic environments are presented. Individual topics addressed include: pictorial communication, distortions in memory for visual displays, cartography and map displays, efficiency of graphical perception, volumetric visualization of 3D data, spatial displays to increase pilot situational awareness, teleoperation of land vehicles, computer graphics system for visualizing spacecraft in orbit, visual display aid for orbital maneuvering, multiaxis control in telemanipulation and vehicle guidance, visual enhancements in pick-and-place tasks, target axis effects under transformed visual-motor mappings, adapting to variable prismatic displacement. Also discussed are: spatial vision within egocentric and exocentric frames of reference, sensory conflict in motion sickness, interactions of form and orientation, perception of geometrical structure from congruence, prediction of three-dimensionality across continuous surfaces, effects of viewpoint in the virtual space of pictures, visual slant underestimation, spatial constraints of stereopsis in video displays, stereoscopic stance perception, paradoxical monocular stereopsis and perspective vergence. (No individual items are abstracted in this volume)

Ellis, Stephen R.↗

Solving Problems With SINDA/FLUINT

SINDA/FLUINT, the NASA standard software system for thermohydraulic analysis, provides computational simulation of interacting thermal and fluid effects in designs modeled as heat transfer and fluid flow networks. The product saves time and money by making the user's design process faster and easier, and allowing the user to gain a better understanding of complex systems. The code is completely extensible, allowing the user to choose the features, accuracy and approximation levels, and outputs. Users can also add their own customizations as needed to handle unique design tasks or to automate repetitive tasks. Applications for SINDA/FLUINT include the pharmaceutical, petrochemical, biomedical, electronics, and energy industries. The system has been used to simulate nuclear reactors, windshield wipers, and human windpipes. In the automotive industry, it simulates the transient liquid/vapor flows within air conditioning systems.

Source record↗

KARL: A Knowledge-Assisted Retrieval Language

Data classification and storage are tasks typically performed by application specialists. In contrast, information users are primarily non-computer specialists who use information in their decision-making and other activities. Interaction efficiency between such users and the computer is often reduced by machine requirements and resulting user reluctance to use the system. This thesis examines the problems associated with information retrieval for non-computer specialist users, and proposes a method for communicating in restricted English that uses knowledge of the entities involved, relationships between entities, and basic English language syntax and semantics to translate the user requests into formal queries. The proposed method includes an intelligent dictionary, syntax and semantic verifiers, and a formal query generator. In addition, the proposed system has a learning capability that can improve portability and performance. With the increasing demand for efficient human-machine communication, the significance of this thesis becomes apparent. As human resources become more valuable, software systems that will assist in improving the human-machine interface will be needed and research addressing new solutions will be of utmost importance. This thesis presents an initial design and implementation as a foundation for further research and development into the emerging field of natural language database query systems.

Dominick, Wayne D.↗

Space Radiation Effects on Human Cells: Modeling DNA Breakage, DNA Damage Foci Distribution, Chromosomal Aberrations and Tissue Effects

Future long-tem space travel will face challenges from radiation concerns as the space environment poses health risk to humans in space from radiations with high biological efficiency and adverse post-flight long-term effects. Solar particles events may dramatically affect the crew performance, while Galactic Cosmic Rays will induce a chronic exposure to high-linear-energy-transfer (LET) particles. These types of radiation, not present on the ground level, can increase the probability of a fatal cancer later in astronaut life. No feasible shielding is possible from radiation in space, especially for the heavy ion component, as suggested solutions will require a dramatic increase in the mass of the mission. Our research group focuses on fundamental research and strategic analysis leading to better shielding design and to better understanding of the biological mechanisms of radiation damage. We present our recent effort to model DNA damage and tissue damage using computational models based on the physics of heavy ion radiation, DNA structure and DNA damage and repair in human cells. Our particular area of expertise include the clustered DNA damage from high-LET radiation, the visualization of DSBs (DNA double strand breaks) via DNA damage foci, image analysis and the statistics of the foci for different experimental situations, chromosomal aberration formation through DSB misrepair, the kinetics of DSB repair leading to a model-derived spectrum of chromosomal aberrations, and, finally, the simulation of human tissue and the pattern of apoptotic cell damage. This compendium of theoretical and experimental data sheds light on the complex nature of radiation interacting with human DNA, cells and tissues, which can lead to mutagenesis and carcinogenesis later in human life after the space mission.

Ponomarev, A. L.↗

NASA Wearable Technology CLUSTER 2013-2014 Report

Wearable technology has the potential to revolutionize the way humans interact with one another, with information, and with the electronic systems that surround them. This change can already be seen in the dramatic increase in the availability and use of wearable health and activity monitors. These devices continuously monitor the wearer using on-­‐body sensors and wireless communication. They provide feedback that can be used to improve physical health and performance. Smart watches and head mounted displays are also receiving a great deal of commercial attention, providing immediate access to information via graphical displays, as well as additional sensing features. For the purposes of the Wearable Technology CLUSTER, wearable technology is broadly defined as any electronic sensing, human interfaces, computing, or communication that is mounted on the body. Current commercially available wearable devices primarily house electronics in rigid packaging to provide protection from flexing, moisture, and other contaminants. NASA mentors are interested in this approach, but are also interested in direct integration of electronics into clothing to enable more comfortable systems. For human spaceflight, wearable technology holds a great deal of promise for significantly improving safety, efficiency, autonomy, and research capacity for the crew in space and support personnel on the ground. Specific capabilities of interest include: Continuous biomedical monitoring for research and detection of health problems. Environmental monitoring for individual exposure assessments and alarms. Activity monitoring for responsive robotics and environments. Multi-modal caution and warning using tactile, auditory, and visual alarms. Wireless, hands-free, on-demand voice communication. Mobile, on-demand access to space vehicle and robotic displays and controls. Many technical challenges must be overcome to realize these wearable technology applications. For example, to make a wearable device that is both functional and comfortable for long duration wear, developers must strive to reduce electronic mass and volume while also addressing constraints imposed by the body attachment method. Depending on the application, the device must be placed in a location that the user can see and reach, and that provides the appropriate access to air and the wearer's skin. Limited power is available from body-­‐worn batteries and heat must be managed to prevent discomfort. If the clothing is to be washed, there are additional durability and washability hurdles that traditional electronics are not designed to address. Finally, each specific capability has unique technical challenges that will likely require unique solutions. In addition to the technical challenges, development of wearable devices is made more difficult by the diversity of skills required and the historic lack of collaboration across domains. Wearable technology development requires expertise in textiles engineering, apparel design, software and computer engineering, electronic design and manufacturing, human factors engineering, and application-­‐specific fields such as acoustics, medical devices, and sensing. Knowledge from each of these domains must be integrated to create functional and comfortable devices. For this reason, the diversity of knowledge and experience represented in the Wearable Technology is critical to overcoming the fundamental challenges in the field.

Simon, Cory↗

Discovery of Activities via Statistical Clustering of Fixation Patterns

Human behavior often consists of a series of distinct activities, each characterized by a unique pattern of interaction with the visual environment. This is true even in a restricted domain, such as a pilot flying an airplane; in this case, activities with distinct visual signatures might be things like communicating, navigating, monitoring, etc. We propose a novel analysis method for gaze-tracking data, to perform blind discovery of these hypothetical activities. We compare, not individual fixations, but groups of fixations aggregated over a fixed time interval (Tau). We assume that the environment has been divided into a finite set of discrete areas-of-interest (AOIs). For a given time interval, we compute the proportion of time spent fixating each AOI, resulting in an N-dimensional vector, where N is the number of AOIs. These proportions can be converted to integer counts by multiplying by Tau divided by the average fixation duration, a parameter that we fix at 283 milliseconds. We compare different intervals by computing the chi-squared statistic. The p-value associated with the statistic is the likelihood of observing the data under the hypothesis that the data in the two intervals were generated by a single process with a single set of probabilities governing the fixation of each AOI. We cluster the intervals, first by merging adjacent intervals that are sufficiently similar, optionally shifting the boundary between non-merged intervals to maximize the difference. Then we compare and cluster non-adjacent intervals. The method is evaluated using synthetic data generated by a hand-crafted set of activities. While the method generally finds more activities than put into the simulation, we have obtained agreement as high as 80 percent between the inferred activity labels and ground truth.

Eye Movements↗

Characterizing the effects of droplines on target acquisition performance on a 3-D perspective display

The present study investigated the effects of droplines on target acquisition performance on a 3-D perspective display in which participants were required to move a cursor into a target cube as quickly as possible. Participants' performance and coordination strategies were characterized using both Fitts' law and acquisition patterns of the 3 viewer-centered target display dimensions (azimuth, elevation, and range). Participants' movement trajectories were recorded and used to determine movement times for acquisitions of the entire target and of each of its display dimensions. The goodness of fit of the data to a modified Fitts function varied widely among participants, and the presence of droplines did not have observable impacts on the goodness of fit. However, droplines helped participants navigate via straighter paths and particularly benefited range dimension acquisition. A general preference for visually overlapping the target with the cursor prior to capturing the target was found. Potential applications of this research include the design of interactive 3-D perspective displays in which fast and accurate selection and manipulation of content residing at multiple ranges may be a challenge.

Time and Motion Studies↗

Determining Desirable Cursor Control Device Characteristics for NASA Exploration Missions

The Crew Exploration Vehicle (CEV) that will travel to the moon and Mars, and all future Exploration vehicles and habitats will be highly computerized, necessitating an accurate method of interaction with the computers. The design of a cursor control device will have to take into consideration g-forces, vibration, gloved operations, and the specific types of tasks to be performed. The study described here is being undertaken to begin identifying characteristics of cursor control devices that will work well for the unique Exploration mission environments. The objective of the study is not to identify a particular device, but to begin identifying design characteristics that are usable and desirable for space missions. Most cursor control devices have strengths and weaknesses; they are more appropriate for some tasks and less suitable for others. The purpose of this study is to collect some initial usability data on a large number of commercially available and proprietary cursor control devices. A software test battery was developed for this purpose. Once data has been collected using these low-level, basic point/click/drag tasks, higher fidelity, scenario-driven evaluations will be conducted with a reduced set of devices. The standard tasks used for testing cursor control devices are based on a model of human movement known as Fitts law. Fitts law predicts that the time to acquire a target is logarithmically related to the distance over the target size. To gather data for analysis with this law, fundamental, low-level tasks are used such as dragging or pointing at various targets of different sizes from various distances. The first four core tasks for the study were based on the ISO 9241-9:(2000) document from the International Organization for Standardization that contains the requirements for non-keyboard input devices. These include two pointing tasks, one dragging and one tracking task. The fifth task from ISO 9241-9, the circular tracking task was not used because it is a movement that is not applicable to most of the applications used on aviation displays. Additionally, we opted to add a multi-size and multi-distance pointing task, and two ecologically more valid tasks which included text selection, and interaction with drop down menus, sliders, and checkboxes. The Visual Basic test battery tracks the task and trial numbers, measures the pointing, tracking or dragging time, as well as the number and types of errors. The testing session includes a practice set for each input device, then the randomized 7 tasks, and finally a questionnaire about the device. This is repeated for all the devices tested within a session. The experiment is a within-subjects design, with participants returning for multiple sessions to test additional devices. The input devices will be compared based on objective performance data from the tasks, as well as subjective feedback and ratings on the questionnaire.

Aniko Sandor↗

V-Man Generation for 3-D Real Time Animation

The V-Man project has developed an intuitive authoring and intelligent system to create, animate, control and interact in real-time with a new generation of 3D virtual characters: The V-Men. It combines several innovative algorithms coming from Virtual Reality, Physical Simulation, Computer Vision, Robotics and Artificial Intelligence. Given a high-level task like "walk to that spot" or "get that object", a V-Man generates the complete animation required to accomplish the task. V-Men synthesise motion at runtime according to their environment, their task and their physical parameters, drawing upon its unique set of skills manufactured during the character creation. The key to the system is the automated creation of realistic V-Men, not requiring the expertise of an animator. It is based on real human data captured by 3D static and dynamic body scanners, which is then processed to generate firstly animatable body meshes, secondly 3D garments and finally skinned body meshes.

Nebel, Jean-Christophe↗

Constraint, Intelligence, and Control Hierarchy in Virtual Environments

This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the observer or the intelligence of the environment (whatever the latter may mean) that is salient? And finally, what might be relevant about "upwelling" of constraints as determined by a hierarchy of levels of interaction?

Sheridan, Thomas B.↗