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At least 433 records · Page 24

Limitations and Feasibility of Mini X-Ray Devices in Space Environments

LIMITATIONS AND FEASIBILITY OF MINI X-RAY DEVICES IN SPACE ENVIRONMENTS As space exploration advances toward long-duration missions, reliable medical diagnostic tools become increasingly critical. The miniature x-ray (XR) technology demonstrations by the Exploration Medical Capability (ExMC) and the Exploration Medical Integrated Product Team (XMIPT) aim to assess the feasibility and utility of miniature XR devices in spaceflight. This abstract explores the limitations of current miniature XR systems, the challenges of training crew members, the potential role of clinical decision support systems (CDSS), and the feasibility of ground-based image interpretation. We also propose the integration of miniature XR into other ExMC efforts aimed at identifying the capabilities and resources needed for future exploration class missions. One of the primary challenges with miniature XR devices is the ability to achieve specific anatomical views, particularly in the confined and weightless conditions of a spacecraft. Operators may struggle to acquire diagnostic-quality images when space is limited for proper patient positioning and the volume of the imaging device. Since space radiation and detector limitations may further impact image quality, the flexibility of the operating procedures of these devices will be critical for their success in space applications. CHALLENGES IN TRAINING CREW TO OPERATE IMAGING DEVICES Training in the skills necessary to acquire diagnostic-quality scans may be a barrier for non-clinician crewmembers. The curriculum developed for crew medical officers (CMOs) will require simplification and adaptation to fit into the highly truncated pre-flight training period. Therefore, hands-on familiarization and simulation, both pre-flight and just-in-time training during missions, will be crucial to ensuring the crew can operate the devices in real-life situations. The ability to adjust acquisition parameters must be simplified or made automatic through exam selections on equipment user interfaces, and subject and operator positioning should be assisted with laser guidance and pictorial guides. POTENTIAL FOR CDSS OR ARTIFICIAL INTELLIGENCE (AI)-ASSISTED CDSS CDSS and AI-assisted CDSS offer significant promise in assisting crew members with limited medical training. These systems could provide real-time feedback on image quality and interpretation, helping to mitigate the risks of human error during space missions. Integrating procedural guidance tools, such as virtual and augmented reality, will support crewmembers in accurately positioning patients and obtaining high-quality images. However, the success of such systems will depend on the development of robust training datasets, integration with spaceflight-rated hardware, and the medical decision-making capabilities of operators. FEASIBILITY OF GROUND INTERPRETATION AND DATA TRANSMISSION Reliance on ground-based interpretation may prove difficult for acute care during exploration class-missions due to delays in transmission with increasing distance from Earth or complete communication blackout periods. In such instances where immediate interpretation for clinical intervention is required, crew must be able to interpret the images independently or utilize AI-based assistance to do so. File sizes for XR exams can also be large if numerous images are acquired and bandwidth constraints may limit data transmissions for both radiography and ultrasound exams. FUTURE WORK AND INTEGRATION INTO THE EVIDENCE LIBRARY Future work proposes integrating miniature XR devices into NASA’s Evidence Library to address medical conditions identified as significant contributors to crew morbidity and mortality. The possibility of combining miniature XR with other imaging modalities, such as ultrasound devices, is also under investigation. In conclusion, while miniature XR technology holds potential for extraterrestrial medical systems, there are significant challenges to overcome. Training, integration of AI tools, dedicated exam protocols for microgravity, and improved data transmission systems will be key to realizing the full benefits of miniature XR technology in space.

A M Nelson↗

Physics-Informed Recurrent Neural Networks to Predict Reactor Operations of the AGN-201 Nuclear Reactor

4 page paper submitted to ANS Student conference. Summary of paper similar to the following abstract: The ability to predict how a reactor will operate, understand when anomalous conditions arise, and ensure a reactor is being operated as expected is crucial for deploying new nuclear facilities. Digital twins serve as a unique solution to recognizing reactor behavior; however, they require data to be useful. For next-generation reactors, this data may not currently be available. To explore how synthetic physics-informed reactor data can be used to predict reactor operations, a recurrent neural network was implemented for the Idaho State University AGN-201 digital twin. The goal of this work is to determine how synthetic data can be used to train a recurrent neural network model for predicting the reactor power of the AGN-201. The recurrent neural network was validated using both synthetic and real operational data. We envision this approach will help bridge the gap between the virtual and physical sides of a digital twin, where reactor physics models based on as-built data can be corrected for actual operating parameters to ensure the virtual model mirrors reality.

98 NUCLEAR DISARMAMENT, SAFEGUARDS, AND PHYSICAL P↗

Effects of Motion Fidelity on Pilot Performance Using Mixed-Reality Visuals

This paper investigates the effects of simulator motion fidelity on pilot performance using mixed-reality visuals. In NASA’s Vertical Motion Simulator, eleven pilots flew a lift-plus-cruise electric vertical takeoff and landing vehicle in a vertiport approach and landing task with four different motion conditions: no motion, small hexapod motion, large hexapod motion, and full motion. The simulator motion condition statistically significantly affected: 1) the severity of cybersickness, 2) motion ratings, 3) final approach and take-off boundary crossing groundspeed, 4) longitudinal touchdown point, and 5) battery time remaining after landing. The findings suggest that motion systems are essential in simulators with virtual- or mixed-reality visuals when it is required to have pilot flying performance similar to that in real flight.

mixed reality↗

Effects of Motion Fidelity on Pilot Performance Using Mixed-Reality Visuals

This paper investigates the effects of simulator motion fidelity on pilot performance using mixed-reality visuals. In NASA’s Vertical Motion Simulator, eleven pilots flew a lift-plus-cruise electric vertical takeoff and landing vehicle in a vertiport approach and landing task under four different motion conditions: no motion, small hexapod motion, large hexapod motion, and full motion. The simulator motion condition statistically significantly affected: 1) the severity of cybersickness, 2) motion ratings, 3) final approach and take-off boundary crossing groundspeeds, 4) longitudinal touchdown point, and 5) battery time remaining after landing. These results suggest that the use of motion systems in simulators with virtual- or mixed-reality visuals is warranted.

simulation↗

Augmentation of Cognition and Perception Through Advanced Synthetic Vision Technology

Synthetic Vision System technology augments reality and creates a virtual visual meteorological condition that extends a pilot's cognitive and perceptual capabilities during flight operations when outside visibility is restricted. The paper describes the NASA Synthetic Vision System for commercial aviation with an emphasis on how the technology achieves Augmented Cognition objectives.

Prinzel, Lawrence J., III↗

White Paper for Virtual Control Room

The Virtual Control Room (VCR) Proof of Concept (PoC) project is the result of an award given by the Fourth Annual NASA T&I Labs Challenge Project Call. This paper will outline the work done over the award period to build and enhance the capabilities of the Augmented/Virtual Reality (AVR) Lab at NASA's Kennedy Space Center (KSC) to create the VCR.

Virtual Reality↗

Designing a Flight Test of a Flight Path Management System for Advanced Air Mobility Research

The National Aeronautics and Space Administration (NASA) has completed a flight test to evaluate the performance of an onboard prototype automation system operating in future high density urban airspace. The test was part of a research investigation of the Urban Air Mobility (UAM) concept, with a focus on a future environment having hundreds of simultaneous operations over a metropolitan area. The complexity of this future UAM airspace may require automation capable of replanning an aircraft’s path in the presence of traffic and other changing constraints. A live-virtual-constructive (LVC) approach was used to conduct the test. Prototype automation technology was integrated into one of the two live aircraft, which were combined with virtual traffic to create a mixed reality environment at the target airspace density. In-flight evaluation enabled verification of the automation’s functions and discovery of any unexpected behaviors resulting from its operation in an actual flight environment. The in-flight evaluation also provided data for validation of air traffic simulations. This paper discusses the design, methodology, and challenges overcome to conduct a successful flight test. Remaining challenges, future work, and recommendations to improve the flight test capability are also discussed.

Advanced Air Mobility↗

Designing for Virtual Windows in a Deep Space Habitat

This paper discusses configurations and test analogs toward the design of a virtual window capability in a Deep Space Habitat. Long-duration space missions will require crews to remain in the confines of a spacecraft for extended periods of time, with possible harmful effects if a crewmember cannot cope with the small habitable volume. Virtual windows expand perceived volume using a minimal amount of image projection equipment and computing resources, and allow a limited immersion in remote environments. Uses for the virtual window include: live or augmented reality views of the external environment; flight deck, piloting, observation, or other participation in remote missions through live transmission of cameras mounted to remote vehicles; pre-recorded background views of nature areas, seasonal occurrences, or cultural events; and pre-recorded events such as birthdays, anniversaries, and other meaningful events prepared by ground support and families of the crewmembers.

habitation↗

NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

Delgado, Francisco J.↗

Intelligent Motion and Interaction Within Virtual Environments

What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

Ellis, Stephen R.↗

Augmented Reality Technologies for Radiation Safety Training: A Systematic Review of Sensor Integration and Visualization Approaches

This paper presents a comprehensive systematic review examining the application of augmented reality (AR) and sensor technologies for visualizing ionizing radiation in virtual training environments. The review methodology involved systematic identification and analysis of the relevant literature based on predetermined criteria including publication type, year of publication, application domain, and technological approach. The literature search encompassed publications from 2011 to 2021 across four major academic databases: Web of Science, Google Scholar, IEEE Xplore, and Scopus. Through rigorous screening following PRISMA 2020 guidelines, 23 research articles met the inclusion criteria for detailed analysis. From 404 initial database records, 360 were excluded during title/abstract screening (primarily for lacking AR components, radiation focus, or training applications) and 4 during full-text assessment (all for lacking sensor integration). The findings reveal that AR-based ionizing radiation visualization has been successfully implemented across diverse domains, including nuclear facility operations, medical procedures, CERN research activities, and educational and monitoring applications. The analysis identified multiple dimensions of impact, encompassing distinct benefits, emerging opportunities, and implementation challenges associated with AR deployment for ionizing radiation training. Each of these dimensions is comprehensively examined and documented within this review. Additionally, this study identifies critical research gaps that currently limit the full potential of AR technology in supporting ionizing radiation training programs. These gaps are systematically analyzed and discussed to establish clear directions for future research endeavors in this emerging field.

61 - RADIATION PROTECTION AND DOSIMETRY↗

Conducting Feasibility Studies in a Virtual World: Lessons Learned and Emerging Best Practices from the NASA DEVELOP Program

In response to new workplace realities, the NASA DEVELOP National Program pivoted from co-locating students, emerging professionals, and science advisors to bringing together virtual teams from across the United States. In its spring 2020 term, rapidly evolving circumstances required an ad-hoc roll-out of a virtual approach to complete the spring projects. Based on the experience from the spring term and a few weeks of planning, DEVELOP then conducted a fully virtual summer term with features such as 1) online collaboration tools, 2) virtual machines for analysis, and 3) streamed training offerings, including DEVELOP’s first ever program-wide Software Carpentry workshop. This full term of bringing together remote actors to select, build, and manage teams brought many challenges. Summer feedback has influenced planning for the fall 2020 term and process improvement is ongoing. This presentation will highlight lessons learned throughout this period of rapid change. Feedback from spring and summer terms and the Software Carpentry workshop will be summarized. Beyond participant impacts, there will also be discussion of effects on project results and partner experience. Final takeaways will focus on best practices that have been distilled for virtually-conducted feasibility studies.

NASA DEVELOP↗

Fused Reality for Enhanced Flight Test Capabilities

The feasibility of using Fused Reality-based simulation technology to enhance flight test capabilities has been investigated. In terms of relevancy to piloted evaluation, there remains no substitute for actual flight tests, even when considering the fidelity and effectiveness of modern ground-based simulators. In addition to real-world cueing (vestibular, visual, aural, environmental, etc.), flight tests provide subtle but key intangibles that cannot be duplicated in a ground-based simulator. There is, however, a cost to be paid for the benefits of flight in terms of budget, mission complexity, and safety, including the need for ground and control-room personnel, additional aircraft, etc. A Fused Reality(tm) (FR) Flight system was developed that allows a virtual environment to be integrated with the test aircraft so that tasks such as aerial refueling, formation flying, or approach and landing can be accomplished without additional aircraft resources or the risk of operating in close proximity to the ground or other aircraft. Furthermore, the dynamic motions of the simulated objects can be directly correlated with the responses of the test aircraft. The FR Flight system will allow real-time observation of, and manual interaction with, the cockpit environment that serves as a frame for the virtual out-the-window scene.

Bachelder, Ed↗

Rapid prototyping 3D virtual world interfaces within a virtual factory environment

On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

Kosta, Charles Paul↗

An artificial reality environment for remote factory control and monitoring

Work has begun on the merger of two well known systems, VEOS (HITLab) and CLIPS (NASA). In the recent past, the University of Massachusetts Lowell developed a parallel version of NASA CLIPS, called P-CLIPS. This modification allows users to create smaller expert systems which are able to communicate with each other to jointly solve problems. With the merger of a VEOS message system, PCLIPS-V can now act as a group of entities working within VEOS. To display the 3D virtual world we have been using a graphics package called HOOPS, from Ithaca Software. The artificial reality environment we have set up contains actors and objects as found in our Lincoln Logs Factory of the Future project. The environment allows us to view and control the objects within the virtual world. All communication between the separate CLIPS expert systems is done through VEOS. A graphical renderer generates camera views on X-Windows devices; Head Mounted Devices are not required. This allows more people to make use of this technology. We are experimenting with different types of virtual vehicles to give the user a sense that he or she is actually moving around inside the factory looking ahead through windows and virtual monitors.

Kosta, Charles Paul↗

Enhancing Situation Awareness of Automated Procedures Using Adaptive Multimodal Augmented Reality Displays

In future missions, crew must be more autonomous and perform tasks with limited help from MCC. Virtual Intelligent Task Assistant (VITA) will stand-in for MCC and help crew perform tasks. Prepare for and perform manual tasks to increase efficiency and accuracy. Take over partially completed task by summarizing progress made so far, and reviewing remaining tasks. Maintain situation awareness of ongoing automated procedures while crew is performing manual tasks.

Schreckenghost, D.↗

RAID Unbound: Storage Fault Tolerance in a Distributed Environment

Mirroring, data replication, backup, and more recently, redundant arrays of independent disks (RAID) are all technologies used to protect and ensure access to critical company data. A new set of problems has arisen as data becomes more and more geographically distributed. Each of the technologies listed above provides important benefits; but each has failed to adapt fully to the realities of distributed computing. The key to data high availability and protection is to take the technologies' strengths and 'virtualize' them across a distributed network. RAID and mirroring offer high data availability, which data replication and backup provide strong data protection. If we take these concepts at a very granular level (defining user, record, block, file, or directory types) and them liberate them from the physical subsystems with which they have traditionally been associated, we have the opportunity to create a highly scalable network wide storage fault tolerance. The network becomes the virtual storage space in which the traditional concepts of data high availability and protection are implemented without their corresponding physical constraints.

Ritchie, Brian↗

X-HAB 2020: AR Field Treks Summary and Conclusions

As part of the FY20 X-Hab Challenge, BLiSS sought to create an Augmented Reality (AR) toolkit to help with analog field trek operations under the supervision of the Solar System Exploration Research Virtual Institute (SSERVI). These treks are operational and technical demonstrations at space-like destinations on Earth to test current extra-vehicular activity (EVA) techniques. While BLiSS as an organization has experience studying operational tasks such as this, it has never developed AR software at this scale. For that reason, another team at the University was brought on to work in parallel. The Collaborative Lab for Advancing Work in Space (CLAWS) is a veteran group of the NASA Spacesuit User Interface Technologies for Students (SUITS) challenge in which Hololens displays for astronauts are created within a year. The operational and technological pairing was ideally suited for tackling this problem. The team divided its responsibilities so that BLiSS would handle the research required to shape the project. As this deliverable had an end user, it was decided that interviewing these field geologists and operations specialists would provide the best insight. These interviews paired with literature review would reveal niche applications for AR that remained within feasible bounds. These science-driven EVAs in unknown terrain require more flexible tools than the current generation of EVA assistants. Rather than focus on sequential instructions, there instead needs to be a broad toolkit that's only called upon in specific instances. This AR Toolkit for Lunar Astronauts and Scientists (ATLAS) became the development goal of the project: create a non-intrusive assembly of tools that could be accessed in AR on the field. The current ATLAS design makes use of a geospatially and temporally annotated eld note system called GeoNotes. This allows for data to be collected and coordinated in a way that's synchronized across time, space, and different users. A Mission Control Center (MCC) and Mobile Support Equipment (MSE) were all needed to transport the AR headset into the field with the user. A network infrastructure was designed and set up within the University to enable this functionality. The software is based on a Protocol-Module structure that allows for modular development of each capability. A Protocol Manager coordinates different protocols that make use of modules. Each module tackles a different individual task while the protocol puts each one to use. The protocol manager coordinates when these are called to be used. This software is hosted on a head-mounted display (HMD) with the MCC acting as support from afar. While the software would be unit-tested at each level and each hardware component verified, a final demonstration would serve to prove the system's capabilities: an analog field trek. The team would prepare to support a user in a remote location from the MCC back at the University. A local area near campus would be tested before going out to do sample field geology further away. This unfortunately became impossible with the arrival of COVID-19. Access to all of the facilities to complete the project as planned were shut down. Our team was scattered across the globe and forced to complete the rest virtually. Adjustments were made to produce a small virtual concept in Adobe XD in the meantime. Even digital surveys were created based on the NASA task-load index (TLX) originally intended for testing actual users. The goal shifted towards completing software and getting feedback on the user interfaces (UI) and user experiences (UX). This team has reformed in response to COVID and its focus has shifted to what can be done remotely. There is still an intention to finish the original deliverable described in this report. The work has been expanded beyond the original X-Hab challenge and has instead become its own research e ort to be continued afterwards. This report collects the processes and knowledge gained from a year of studying and working at this problem with two teams. It should preserve it for the time until the world returns to normal and work can resume. CLAWS will be taking over full responsibility from that point forward, eventually surpassing the original needs of the project. While this document captures the work done towards an eventual end, the CLAWS team has written their own proposal alongside it. It outlines a new future for ATLAS beyond X-Hab, BLiSS, and hopefully beyond COVID-19. This project began as a vague goal hoping to place a new technology into the unique setting of exploration science. The project has since comfortably taken root and will hopefully bloom over the next year.

Alex Sena↗