Search NASA⌕ Search

SEARCH · Search NASA

Results for “Audio”

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 469 records · Page 26

Virtual Acoustics, Aeronautics and Communications

An optimal approach to auditory display design for commercial aircraft would utilize both spatialized ("3-D") audio techniques and active noise cancellation for safer operations. Results from several aircraft simulator studies conducted at NASA Ames Research Center are reviewed, including Traffic alert and Collision Avoidance System (TCAS) warnings, spoken orientation "beacons" for gate identification and collision avoidance on the ground, and hardware for improved speech intelligibility. The implications of hearing loss amongst pilots is also considered.

Begault, Durand R.↗

What Perception Implies about Implementation of Interactive Acoustic Environments

Virtual acoustics, also known as 3-D sound and auralization, is the simulation of the complex acoustic field experienced by a listener within an environment. Going beyond the simple intensity panning of normal stereo techniques, the goal is to process sounds so that they appear to come from particular positions in three-dimensional space. Current techniques use digital signal processing to synthesize the acoustical properties that people use to localize a sound source. This paper briefly reviews these techniques as well as the results of a number of psychoacoustical studies designed to validate the synthesis. In particular, the relationship between the results of recent perceptual studies on the role of head motion to the implementation of interactive spatial audio systems is addressed.

Wenzel, Elizabeth M.↗

The Taxiway Navigation and Situation Awareness (T-NASA) System

The goal of NASA's Terminal Area Productivity (TAP) Low-Visibility Landing and Surface Operations (LVLASO) subelement is to improve the efficiency of airport surface operations for commercial aircraft operating in weather conditions to Category IIIB while maintaining a high degree of safety. Currently, surface operations are one of the least technologically sophisticated components of the air transport system, being conducted in the 1990's with the same basic technology as in the 1930's. Pilots are given little or no explicit information about their current position, and routing information is limited to ATC communications and airport charts. In TAP/LVLASO, advanced technologies such as satellite navigation systems, digital data communications, advanced information presentation technology, and ground surveillance systems will be integrated into flight deck displays to enable expeditious and safe traffic movement on the airport surface. The cockpit display suite is called the T-NASA (Taxiway Navigation and Situation Awareness) System. This system has three integrated components: 1) Moving Map track-up airport surface display with own-ship, traffic and graphical route guidance 2) Scene-Linked Symbology - route/taxi information virtually projected via a Head-up Display (HUD) onto the forward scene; and, 3) 3-D Audio Ground Collision Avoidance and Navigation system - spatially-localized auditory traffic and navigation alerts. In the current paper, the design philosophy of the T-NASA system will be presented, and the T-NASA system display components described.

Foyle, David C.↗

Science@NASA: Direct to People!

Science@NASA is a science communication effort sponsored by NASA's Marshall Space Flight Center. It is the result of a four year research project between Marshall, the University of Florida College of Journalism and Communications and the internet communications company, Bishop Web Works. The goals of Science@NASA are to inform, inspire, and involve people in the excitement of NASA science by bringing that science directly to them. We stress not only the reporting of the facts of a particular topic, but also the context and importance of the research. Science@NASA involves several levels of activity from academic communications research to production of content for 6 websites, in an integrated process involving all phases of production. A Science Communications Roundtable Process is in place that includes scientists, managers, writers, editors, and Web technical experts. The close connection between the scientists and the writers/editors assures a high level of scientific accuracy in the finished products. The websites each have unique characters and are aimed at different audience segments: 1. http://science.nasa.gov. (SNG) Carries stories featuring various aspects of NASA science activity. The site carries 2 or 3 new stories each week in written and audio formats for science-attentive adults. 2. http://liftoff.msfc.nasa.gov. Features stories from SNG that are recast for a high school level audience. J-Track and J-Pass applets for tracking satellites are our most popular product. 3. http://kids. msfc.nasa.gov. This is the Nursemaids site and is aimed at a middle school audience. The NASAKids Club is a new feature at the site. 4. http://www.thursdaysclassroom.com . This site features lesson plans and classroom activities for educators centered around one of the science stories carried on SNG. 5. http://www.spaceweather.com. This site gives the status of solar activity and its interactions with the Earth's ionosphere and magnetosphere.

Koczor, Ronald J.↗

Analysis of the Role of Update Rate and System Latency in Interactive Virtual Acoustic Environments

The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. This paper discusses some of the engineering constraints that may be faced during implementation and the perceptual consequences of these constraints. In particular, the perceptual impact of parameters like the update rate and overall system latency of interactive spatial audio systems is addressed.

Wenzel, Elizabeth M.↗

Surface Development and Test Facility (SDTF) New R&D Simulator for Airport Operations

A new simulator, the Surface Development and Test Facility (SDTF) is under construction at the NASA Ames Research Center in Mountain View, California. Jointly funded by the FAA (Federal Aviation Administration) and NASA, the SDTF will be a testbed for airport surface automation technologies of the future. The SDTF will be operational in the third quarter of 1998. The SDTF will combine a virtual tower with simulated ground operations to allow evaluation of new technologies for safety, effectiveness, reliability, and cost benefit. The full-scale level V tower will provide a seamless 360 degree high resolution out-the-window view, and a full complement of ATC (air traffic control) controller positions. The imaging system will be generated by two fully-configured Silicon Graphics Onyx Infinite Reality computers, and will support surface movement of up to 200 aircraft and ground vehicles. The controller positions, displays and consoles can be completely reconfigured to match the unique layout of any individual airport tower. Dedicated areas will accommodate pseudo-airport ramp controllers, pseudo-airport operators, and pseudo-pilots. Up to 33 total personnel positions will be able to participate in simultaneous operational scenarios. A realistic voice communication infrastructure will emulate the intercom and telephone communications of a real airport tower. Multi-channel audio and video recording and a sophisticated data acquisition system will support a wide variety of research and development areas, such as evaluation of automation tools for surface operations, human factors studies, integration of terminal area and airport technologies, and studies of potential airport physical and procedural modifications.

Dorighi, Nancy S.↗

Improved Quick Disconnect (QD) Interface Through Fail Safe Parts Identification

An extensive review of existing Quick Disconnects (QDs) mating and demating operations was performed to determine which shuttle part interface identifications and procedures contribute to human factor errors. The research methods used consisted of interviews with engineers and technicians, examination of incident reports, critiques of video and audio tapes of QD operations, and attendance of a Hyper QD operational course. The data strongly suggests that there are inherit human factor errors involved in QD operations. To promote fail-safe operations, QD interface problem areas and recommendations were outlined and reviewed. It is suggested that dialogue, investigations and recommendations continue.

Blanch-Payne, Evelyn↗

Perceptual Fidelity Versus Engineering Compromises in Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactivity is not always possible in a 'true' virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, A lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

Octave-Band Thresholds for Modeled Reverberant Fields

Auditory thresholds for 10 subjects were obtained for speech stimuli reverberation. The reverberation was produced and manipulated by 3-D audio modeling based on an actual room. The independent variables were octave-band-filtering (bypassed, 0.25 - 2.0 kHz Fc) and reverberation time (0.2- 1.1 sec). An ANOVA revealed significant effects (threshold range: -19 to -35 dB re 60 dB SRL).

Begault, Durand R.↗

Perceptual Fidelity vs. Engineering Compromises In Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactively is not always possible in a "true" virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, a lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering Constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

The Impact of System Latency on Dynamic Performance In Virtual Acoustic Environments

Engineering constraints that may be encountered when implementing interactive virtual acoustic displays are examined In particular, system parameters such as the update rate and total system latency are defined and the impact they may have on perception is discussed. For example, examination of the head motions that listeners used to aid localization in a previous study suggests that some head motions may be as fast as about 400 degrees/sec for short time periods. Analysis of latencies in virtual acoustic environments (VAEs) suggests that: (1) commonly-specified parameters such as the audio update rate determine only the "best-case" latency possible in a VAE, (2) total system latency and individual latencies of system components, including head-trackers, are frequently not measured by VAE developers, and (3) typical system latencies may result in under-sampling of relative listener-source motion of 400 degrees/sec as well as positional "jitter" in the simulated source. To clearly specify the dynamic performance of a particular VAE, users and developers need to make measurements of average system latency, update rate, and their variability using standardized rendering scenarios. a parameters such as the minimum audible movement angle can then be used as target guidelines to assess whether a given system meets perceptual requirements.

Wenzel, Elizabeth M.↗

Graphics for Stereo Visualization Theater for Supercomputing 1998

The Stereo Visualization Theater is a high-resolution graphics demonstration that prides a review of current research being performed at NASA. Using a stereoscopic projection, multiple participants can explore scientific data in new ways. The pre-processed audio and video are being played in real-time off of a workstation. A stereo graphics filter for the projector and passive polarized glasses worn by audience members are used to create the stereo effect.

Antipuesto, Joel↗

Storm Warning Service

A Huntsville meteorologist of Baron Services, Inc. has formed a commercial weather advisory service. Weather information is based on data from Marshall Space Flight Center (MSFC) collected from antennas in Alabama and Tennessee. Bob Baron refines and enhances MSFC's real time display software. Computer data is changed to audio data for radio transmission, received by clients through an antenna and decoded by computer for display. Using his service, clients can monitor the approach of significant storms and schedule operations accordingly. Utilities and emergency management officials are able to plot a storm's path. A recent agreement with two other companies will promote continued development and marketing.

Source record↗

Relaxation System

Environ Corporation's relaxation system is built around a body lounge, a kind of super easy chair that incorporates sensory devices. Computer controlled enclosure provides filtered ionized air to create a feeling of invigoration, enhanced by mood changing aromas. Occupant is also surrounded by multidimensional audio and the lighting is programmed to change colors, patterns, and intensity periodically. These and other sensory stimulators are designed to provide an environment in which the learning process is stimulated, because research has proven that while an individual is in a deep state of relaxation, the mind is more receptive to new information.

Source record↗

Slow Scan Telemedicine

Originally developed under contract for NASA by Ball Bros. Research Corporation for acquiring visual information from lunar and planetary spacecraft, system uses standard closed circuit camera connected to a device called a scan converter, which slows the stream of images to match an audio circuit, such as a telephone line. Transmitted to its destination, the image is reconverted by another scan converter and displayed on a monitor. In addition to assist scans, technique allows transmission of x-rays, nuclear scans, ultrasonic imagery, thermograms, electrocardiograms or live views of patient. Also allows conferencing and consultation among medical centers, general practitioners, specialists and disease control centers. Commercialized by Colorado Video, Inc., major employment is in business and industry for teleconferencing, cable TV news, transmission of scientific/engineering data, security, information retrieval, insurance claim adjustment, instructional programs, and remote viewing of advertising layouts, real estate, construction sites or products.

Source record↗

Console Log Keeping Made Easier - Tools and Techniques for Improving Quality of Flight Controller Activity Logs

At the Marshall Space Flight Center's (MSFC) Payload Operations Integration Center (POIC) for International Space Station (ISS), each flight controller maintains detailed logs of activities and communications at their console position. These logs are critical for accurately controlling flight in real-time as well as providing a historical record and troubleshooting tool. This paper describes logging methods and electronic formats used at the POIC and provides food for thought on their strengths and limitations, plus proposes some innovative extensions. It also describes an inexpensive PC-based scheme for capturing and/or transcribing audio clips from communications consoles. Flight control activity (e.g. interpreting computer displays, entering data/issuing electronic commands, and communicating with others) can become extremely intense. It's essential to document it well, but the effort to do so may conflict with actual activity. This can be more than just annoying, as what's in the logs (or just as importantly not in them) often feeds back directly into the quality of future operations, whether short-term or long-term. In earlier programs, such as Spacelab, log keeping was done on paper, often using position-specific shorthand, and the other reader was at the mercy of the writer's penmanship. Today, user-friendly software solves the legibility problem and can automate date/time entry, but some content may take longer to finish due to individual typing speed and less use of symbols. File layout can be used to great advantage in making types of information easy to find, and creating searchable master logs for a given position is very easy and a real lifesaver in reconstructing events or researching a given topic. We'll examine log formats from several console position, and the types of information that are included and (just as importantly) excluded. We'll also look at when a summary or synopsis is effective, and when extensive detail is needed.

Scott, David W.↗

Internet Voice Distribution System (IVoDS) Utilization in Remote Payload Operations

Due to limited crew availability to support science and the large number of experiments to be operated simultaneously, telescience is key to a successful International Space Station (ISS) science program. Crew, operations personnel at NASA centers, and researchers at universities and companies around the world must work closely together to perform scientific experiments on-board ISS. NASA has initiated use of Voice over Internet Protocol (VoIP) to supplement the existing HVoDS mission voice communications system used by researchers. The Internet Voice Distribution System (IVoDS) connects researchers to mission support "loops" or conferences via Internet Protocol networks such as the high-speed Internet 2. Researchers use IVoDS software on personal computers to talk with operations personnel at NASA centers. IVoDS also has the capability, if authorized, to allow researchers to communicate with the ISS crew during experiment operations. NODS was developed by Marshall Space Flight Center with contractors A2 Technology, Inc. FVC, Lockheed- Martin, and VoIP Group. IVoDS is currently undergoing field-testing with full deployment for up to 50 simultaneous users expected in 2002. Research is currently being performed to take full advantage of the digital world - the Personal Computer and Internet Protocol networks - to qualitatively enhance communications among ISS operations personnel. In addition to the current voice capability, video and data-sharing capabilities are being investigated. Major obstacles being addressed include network bandwidth capacity and strict security requirements. Techniques being investigated to reduce and overcome these obstacles include emerging audio-video protocols and network technology including multicast and quality-of-service.

Best, Susan↗

The Aircraft Simulation Role in Improving Flight Safety Through Control Room Training

NASA Dryden Flight Research Center uses its six-degrees-of-freedom (6-DOF) fixed-base simulations for mission control room training to improve flight safety and operations. This concept is applied to numerous flight projects such as the F-18 High Alpha Research Vehicle (HARV), the F-15 Intelligent Flight Control System (IFCS), the X-38 Actuator Control Test (XACT), and X-43A (Hyper-X). The Dryden 6-DOF simulations are typically used through various stages of a project, from design to ground tests. The roles of these simulations have expanded to support control room training, reinforcing flight safety by building control room staff proficiency. Real-time telemetry, radar, and video data are generated from flight vehicle simulation models. These data are used to drive the control room displays. Nominal static values are used to complete information where appropriate. Audio communication is also an integral part of training sessions. This simulation capability is used to train control room personnel and flight crew for nominal missions and emergency situations. Such training sessions are also opportunities to refine flight cards and control room display pages, exercise emergency procedures, and practice control room setup for the day of flight. This paper describes this technology as it is used in the X-43A and F-15 IFCS and XACT projects.

Shy, Karla S.↗