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At least 415 records · Page 23

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↗

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↗

Developing Digital Twin Visualizations: A Methodology and Case Study on Chemical Separation Processing

As advances in digital engineering continue to push the technological boundaries, digital twin (DT) visualizations for diagnostics and safeguards advancement become much more feasible and practical. DTs generate large and complex data streams that require effective user interfaces to provide monitoring and diagnostic capabilities. Unfortunately, while these frameworks exist, there is not much research on the systematic documentation of human–computer interaction (HCI) for DT visualization. This work presents a dual-mode visualization methodology (two dimensional [2D] graphical user interface dashboard and 3D mixed reality) designed to support diagnostic tasks in DT systems and building on a validated framework and applying established HCI principles. The methodology is demonstrated through a case study of aqueous processing at Idaho National Laboratory, using experimental data from the chemical solvent extraction runs. Our interfaces display real-time alerts and monitoring to inform users of safeguards anomalies. The interfaces use immersive 3D mixed-reality visualization for further system and experiment investigation. This work demonstrates how the systematic application of HCI principles can inform DT visualization design for diagnostic and safeguards applications. While formal user evaluation studies remain as future work, this paper documents the systematic design methodology and demonstrates a proof-of-concept implementation.

3D visualization↗

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↗

Visualizing an Exascale Data Center Digital Twin: Considerations, Challenges and Opportunities

Digital twins are an excellent tool to model, visualize, and simulate complex systems, to understand and optimize their operation. In this work, we present the technical challenges of real-time visualization of a digital twin of the Frontier supercomputer.We show the initial prototype and current state of the twin and highlight technical design challenges of visualizing such a large High Performance Computing (HPC) system. The goal is to understand the use of augmented reality as a primary way to extract information and collaborate on digital twins of complex systems. This leverages the spatio-temporal aspect of a 3D representation of a digital twin, with the ability to view historical and real-time telemetry, triggering simulations of a system state and viewing the results, which can be augmented via dashboards for details. Finally, we discuss considerations and opportunities for augmented reality of digital twins of large-scale, parallel computers.

Maiterth, Matthias↗

The Muon Collider

Muons offer a unique opportunity to build a compact high-energy electroweak collider at the 10 TeV scale. A Muon Collider enables direct access to the underlying simplicity of the Standard Model and unparalleled reach beyond it. It will be a paradigm-shifting tool for particle physics representing the first collider to combine the high-energy reach of a proton collider and the high precision of an electron-positron collider, yielding a physics potential significantly greater than the sum of its individual parts. A high-energy muon collider is the natural next step in the exploration of fundamental physics after the HL-LHC and a natural complement to a future low-energy Higgs factory. Such a facility would significantly broaden the scope of particle colliders, engaging the many frontiers of the high energy community. The last European Strategy for Particle Physics Update and later the Particle Physics Project Prioritisation Panel in the US requested a study of the muon collider, which is being carried on by the International Muon Collider Collaboration. In this comprehensive document we present the physics case, the state of the work on accelerator design and technology, and propose an R\&D project that can make the muon collider a reality.

Accelerator Physics (physics.acc-ph)↗

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↗