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At least 487 records · Page 27

A Distributed Simulation-to-Flight Framework to Support Investigating Trust/Trustworthiness in Multi-Agent Systems

As autonomous systems continue to grow both in use and complexity, the necessity for robust and extensible simulation-to-flight frameworks is paramount for establishing an effective architecture for autonomous systems. Hardware test flights are time-consuming and cost prohibitive during early system design and development. Simulation environments can be useful tools to accelerate algorithm development and testing. However, transitions from simulation to flight (sim-to-flight) can be challenging, unless systems are designed with this transition in mind and with the necessary capabilities built into the architecture and framework. One of the objectives of Autonomy Teaming and TRAjectories for Complex Trusted Operational Reliability (ATTRACTOR) was to design and develop a distributed mixed-reality simulation environment to begin establishing a basis for certification of autonomous systems via research into trust and trustworthiness. ATTRACTOR’s objective was to construct computational concepts of trustworthiness and justifiable trust in multi-agent autonomous teams, to inform future certification of safety-critical and time-critical autonomous systems in aviation. In this paper, we present an autonomous systems architecture and development framework paired with a persistent distributed modeling and simulation (ModSim) environment for test and evaluation of autonomous systems. They were designed under ATTRACTOR in order to measure and establish trustworthiness and trust in single-and multi-agent human-machine systems whether these machines are fixed-wing general aviation, rotary-wing Unmanned Aerial Vehicles (UAVs), ground rovers, or even spacecraft. The Autonomous Entity Operational Network (AEON) framework enables autonomous system development with an easily extensible collection of libraries and plug-n-play nodes facilitated by the Data Distribution Service (DDS) communication protocol standard. The Baseline Environment for Autonomous Modeling (BEAM) simulation environment is a distributed mixed-reality Unity™-based environment built around the same DDS communication paradigm allowing for easy integration with AEON-based autonomous applications, enabling sim-to-flight with minimal configuration changes. Using AEON and BEAM, source code that runs in simulation ports directly to hardware and has successfully flown in the National Airspace System (NAS) at NASA LaRC many times over the lifetime of ATTRACTOR.

Benjamin N Kelley↗

Design for Operations

Designs are usually done in a well-lit, air conditioned, comfortable room under idealized assumptions. The reality of the operation is very different. For designers to be able to design systems and procedures that work well under realistic dynamic work conditions, they must understand the reality of the operation and of the operators. The talk discusses the gap between the idealized design and the real operation and proposes a framework, THE Model, for designing systems and procedures fit for real operations.

design↗

Optimizing Procedures

Procedures designs are usually done in a well-lit, air conditioned, comfortable room under idealized assumptions. The reality of the operation is very different. For designers to be able to design procedures that work well under realistic dynamic work conditions, they must understand the reality of the operation and of the operators. The talk discusses the gap between the idealized design and the real operation and proposes a framework, THE Model, The 4Cs and the 4Ps, for designing procedures fit for real operations.

design↗

A Distributed Simulation-to-Flight Framework to Support Investigating Trust/Trustworthiness in Multi-Agent Systems

As autonomous systems continue to grow both in use and complexity, the necessity for robust and extensible simulation-to-flight methods is paramount for establishing an effective architecture for autonomous systems. A fundamental objective of the ATTRACTOR (Autonomy Teaming and TRAjectories for Complex Trusted Operational Reliability) project was to design and develop a distributed mixed-reality simulation environment to begin establishing a basis for certification of autonomous systems via research into trust and trustworthiness. In this paper, we present an autonomous systems architecture and development framework paired with a persistent distributed modeling and simulation environment for test and evaluation of autonomous systems. The Autonomous Entity Operations Network (AEON) framework enables autonomous system development with an easily extensible collection of libraries and plug-n-play nodes facilitated by the Data Distribution Service (DDS) communication protocol standard. The Baseline Environment for Autonomous Modeling (BEAM) simulation environment is a distributed mixed-reality Unity™-based environment built around the same DDS communication paradigm allowing for easy integration with AEON-based autonomous applications. They were designed under ATTRACTOR in order to measure and establish trustworthiness and trust in single- and multi-agent human-machine systems whether these machines are fixed-wing general aviation, rotary-wing Unmanned Aerial Vehicles (UAVs), ground rovers, or even spacecraft. Together AEON and BEAM enable sim-to-flight with minimal configuration changes. By using AEON and BEAM, source code that runs in simulation ports directly to hardware and has successfully flown in the lab and in the National Airspace System (NAS) at NASA LaRC many times over the lifetime of ATTRACTOR.

Benjamin N Kelley↗

A Distributed Simulation-to-Flight Framework to Support Investigating Trust/Trustworthiness in Multi-Agent Systems

As autonomous systems continue to grow both in use and complexity, the necessity for robust and extensible simulation-to-flight methods is paramount for establishing an effective architecture for autonomous systems. A fundamental objective of the ATTRACTOR (Autonomy Teaming and TRAjectories for Complex Trusted Operational Reliability) project was to design and develop a distributed mixed-reality simulation environment to begin establishing a basis for certification of autonomous systems via research into trust and trustworthiness. In this paper, we present an autonomous systems architecture and development framework paired with a persistent distributed modeling and simulation environment for test and evaluation of autonomous systems. The Autonomous Entity Operations Network (AEON) framework enables autonomous system development with an easily extensible collection of libraries and plug-n-play nodes facilitated by the Data Distribution Service (DDS) communication protocol standard. The Baseline Environment for Autonomous Modeling (BEAM) simulation environment is a distributed mixed-reality Unity™-based environment built around the same DDS communication paradigm allowing for easy integration with AEON-based autonomous applications. They were designed under ATTRACTOR in order to measure and establish trustworthiness and trust in single- and multi-agent human-machine systems whether these machines are fixed-wing general aviation, rotary-wing Unmanned Aerial Vehicles (UAVs), ground rovers, or even spacecraft. Together AEON and BEAM enable sim-to-flight with minimal configuration changes. By using AEON and BEAM, source code that runs in simulation ports directly to hardware and has successfully flown in the lab and in the National Airspace System (NAS) at NASA LaRC many times over the lifetime of ATTRACTOR.

Benjamin N Kelley↗

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).

Lee K Bingham↗

Rapid Model Import Tool (RMIT) User Guide

The NASA Rapid Model Import Tool (RMIT) is designed to import 3D models built in commercially available Computer Aided Design (CAD) and Digital Content Creation (DCC) development software such as; Catia, Creo, 3DS Max, Maya, etc. Upon import, RMIT processes the models to reduce file size and exports the results in a format compatible with Augmented Reality (AR) and Virtual Reality (VR) development software applications. RMIT intends to make CAD models directly accessible to engineers from local AR/VR compatible laptops and desktops.

Joseluis Chavez↗

Using XR for Improving Scientific Discovery With Numerical Weather Models

Earth science (ES) digital twins will help us understand the complex interactions and interrelationships that make up our Earth system and the impacts of earth science phenomena on it. Our work addresses two underdeveloped areas in current ES digital twin work: improving the understanding and interaction with ES model outputs by using Virtual and Mixed Reality (XR) tools and improving the non-intuitive mapping of continuous ES natural phenomena to gridded reference frames in current numerical models. Traditionally, scientists working on ES view and analyze the results of calculated or measured observables with static 1-dimensional (1D), 2D or 3D plots displayed on flat computer screens or paper. Using such limited mediums, it can be very difficult to identify, track and understand the evolution of key features due to poor viewing angles and the nature of flat computer screens. In addition, numerical models, such as the NASA Goddard Earth Observing System (GEOS) ES model, are almost exclusively formulated, visualized and analyzed in an Eulerian reference frame with fixed grid points in space and time. However, ES phenomena such as convective clouds, hurricanes and wildfire smoke plumes are visualized and analyzed in a Lagrangian reference frame: therefore it is often difficult and unnatural to understand these phenomena in relation to each other, visualized either in an Eulerian or Lagrangian context. In 3D visualizations, data generally takes one of three forms: gridded (e.g., voxelized) data, where space is divided into regions; point clouds, where data is represented as a set of points; and meshes, where objects are rendered as surfaces composed of small polygons (usually triangles). A gridded, Eulerian reference frame has been the default representation for the 2D visual analysis of atmospheric data in part because the numerical methods used to generate atmospheric model data in the first place use a gridded approach, with equations defining the relationships between the physical variables in each of a grid's cells across successive timesteps. In our work, we are particularly interested in data from GEOS. Another reason why gridded representations tend to be used for visualizing data from such models is because trajectories are difficult to interpret from representations on 2D surfaces, due to line-of-sight ambiguity. Instead of a fixed grid from GEOS, we embed a trajectory model to simulate particles' movement throughout a GEOS run. We then ingest these particle trajectories as animated point clouds with a NASA open source XR toolkit, the Mixed Reality Exploration Toolkit (MRET), and merge GEOS data with ES phenomena data onto one combined visualization that the user can intuitively interact with. Efficient rendering of arbitrarily large point clouds is an ongoing challenge being addressed by the computer science community, with the GPU-based optimizations and efficient GPU memory utilization a common theme of recent advances, especially for XR, where sustained high frame rate is mandatory to save the user from suffering due to simulation sickness. In this work, we describe and evaluate our progress in choosing and implementing appropriate methods for rendering arbitrarily large point clouds within MRET for XR. While tracking the XR headset enables the immersion of a user within a 3D scene of a data visualization, tracking of XR handheld controllers or user’s hands enables us to implement intuitive user interactions with the visualized datasets. Conventional tools require a user working with an ES visualization to conduct many interactions to commit their intended selections or manipulations with a visualized dataset; for example to specify a set of points in 3D space. Doing so in a 2D flat screen interface has traditionally required specifying a set of points in three distinct 2D coordinate systems (XY, XZ, and YZ), which is cumbersome. In other scientific domains, it has been shown that specifying or selecting a location or volume in XR using handheld controllers or tracked hands allows for greater speed and accuracy. We anticipate the same will hold true for atmospheric data, and we will share initial results of measuring the utility of such an interface. Notably, as the data being visualized is generated by GEOS as a prediction based on initial conditions, an intended application of our tool is to serve as part of an iterative feedback loop. Through XR, a scientist will review and manipulate a GEOS model run, modifying the conditions as needed to do subsequent runs of GEOS. Thereby, XR-based improvements to speed and accuracy of 3D tagging of points minimizes the effort required by both the scientist and the computer cluster conducting the necessary calculations.

Thomas Grubb↗

Velocity and Temperature Measurements in High-speed Flows with Naturally Present Dust Particles Using Rayleigh and Mie Scattering

Dust particles and occasional moisture condensations are unavoidable reality of all wind tunnels. On the path to pursue a goal of velocity and temperature measurements in large transonic and supersonic wind tunnels we have created a tabletop, spectrally resolved, Rayleigh-Mie scattering setup around a small jet fed by ambient and lightly seeded air to determine the viability and accuracy of the technique. The other reality of a wind tunnel setup is the background scattering or the glare at laser frequency, which contaminates the Rayleigh-Mie scattered light. This is simulated by backgrounds with different reflectivity towards the collection optics. Light from a CW laser is delivered via an optical fiber and the scattered light is spectrally resolved using a stabilized Fabry-Perot interferometer, followed by imaging on an EMCCD camera. A model of the of the combined background glare, Mie scattering, and the Rayleigh spectrum was fitted to the camera image using maximum likelihood estimation. Since the background glare occurs at the known frequency of the incident light and the Mie scattering peak corresponds to the Doppler shift from the bulk velocity, both were easily identified, and provided a measure of flow velocity. Preliminary results show that the Rayleigh spectrum can also be resolved, which provides a measure of temperature. It is observed that a slight drift of the laser frequency during data collection affected fitting of the model function leading to larger error. A feedback loop-based stabilization system is on development to take advantage of slight tunability of the laser via a piezo-control. Preliminary results are presented in the abstract. More extensive data from a systematic survey will be presented in the final paper.

Rayleigh scattering↗

Using XR for Improving Scientific Discovery With Numerical Weather Models

Our work explores the use of extended reality (XR) to im- prove scientific discovery with numerical weather/climate models that inform Earth science digital twins, specifically the NASA Goddard Earth Observing System (GEOS) global atmospheric model. The overall project is named the Vi- sualization And Lagrangian dynamics Immersive eXtended Reality Toolkit (VALIXR), which has two main areas of focus: (1) enhancing the understanding of and interaction with model output data through advanced visualizations in the XR environment, and (2) the integration of Lagrangian dynamics into the GEOS model, which allows a natural, feature-specific analysis of Earth science phenomena as op- posed to traditional, fixed-point Eulerian dynamics. Here, we report initial work on these focus areas.

Thomas Grubb↗

Developing a Motion-Based System for Lunar Vehicle Handling Qualities Testing

— Motion and visual cue influences are critical in any simulator system, as they impact multiple aspects of the human’s neurovestibular and visual systems. Cues of real motion proceeds to the brain before cues of visual change. It is important therefore for simulator motion cues to exist and to match those realistically with those of the real vehicle to provide transferable training of the activity for operations. The United Kingdom’s Royal Air Force Institute of Aviation Medicine (1989)[1] stated that motion platforms are the only simulation devices capable of fully stimulating the body motion sensors. They confirmed that motion platforms can impart accelerations to the whole body and therefore exercise the automatic motion feedback-loop that operators are used to. With both visual and motion cues handling the vehicle becomes more realistic. Strachan (2019)[1] confirms motion cueing from a well set-up motion platform has been found to be important especially in conditions such as night or reduced visibility where motion cues may be more relied upon. As of this writing, the only lunar rover motion simulator is housed at the General Motors (GM) Milford Proving Ground, which only simulates the motions of a traditional car. A NASA Test Team proposed to complete a motion-based simulation system for NASA’s Lunar Terrain Vehicle (LTV) which resides at Johnson Space Center’s Systems Engineering Simulator facility. This activity integrated existing fixed base simulation capabilities with a newly procured six-degree of freedom motion base platform for the design, development, evaluation, and training associated with the LTV project. This would incorporate a South Pole Lunar virtual reality simulation using Lunar Reconnaissance Orbiter 5m/pixel high-resolution imagery and Unreal 5.2 Virtual Shadow Maps, combined with a virtual reality (VR) headset, integrated within a rover cockpit on a Mikrolar Motion Platform for evaluating human performance and vehicle handling qualities for concept roving vehicle designs. The motion-based system received its Human Rating Certification on March 2023. To begin testing the new facility, a preliminary handling qualities study was conducted. The objectives were to determine if there is a correlation amongst three handling quality methods of performance for a lunar vehicle and to understand the effects of a simulated 1/6-g loads and visuals with a motion platform on the operator while in a 1-g physical environment. The capability this system provides directly benefits the NASA’s Extravehicular Activity and Human Surface Mobility Program and NASA’s Flight Operations Directorate in evaluating the driving qualities of vehicle concepts, human performance related to the operating of a lunar surface vehicle, and assessment of suit related driving impacts. It would also provide direct operational benefit by providing a first-in class and unique simulation platform for the lunar astronaut training curriculum. The empirical knowledge of rover and human performance on this scale is paramount as there is currently no other lunar surface simulator with these capabilities. The result of this study ensures a broadly applicable method of testing for shirtsleeve, unpressurized and pressurized suited rover handling qualities.

Test Track↗

Velocity and Temperature Measurements in High-speed Flows with Naturally Present Dust Particles Using Rayleigh and Mie Scattering

Dust particles and occasional moisture condensations are unavoidable reality of all wind tunnels. On the path to pursue a goal of velocity and temperature measurements in high-speed wind tunnels we have created a tabletop, spectrally resolved, Rayleigh-Mie scattering setup around a small jet fed by ambient and air with different particle concentration to determine the accuracy of the technique. The other reality of a wind tunnel setup is the spurious reflection and scattering of the incident laser beam by solid surfaces (flare light), which contaminates the Rayleigh-Mie scattered light. This is simulated by backgrounds with different reflectivity towards the collection optics. Light from a CW laser is delivered via an optical fiber and the scattered light from a point on the laser path is spectrally resolved using a stabilized Fabry-Perot interferometer, followed by imaging on an EMCCD camera. A model of the combined background glare, Mie scattering, and the Rayleigh spectrum was fitted to the camera image using maximum likelihood estimation. It was observed that the present modeling approach can extract velocity and temperature with reasonable accuracy when the intensity of the Mie scattered light is less than or comparable to that of the Rayleigh scattered light; beyond that error in velocity measurement remains reasonable ±12m/s but the temperature measurement becomes progressively more inaccurate. Increasingly the flare light is found to cause a bias error in velocity. Similar trend is observed in the presence of both the flare light and the Mie scattered light. The setup has provided a set of data for the future improvement of the modeling procedure, and demonstrated that even in the case of large amount of dust particles and large flare light the present technique can provide measurement of velocity with reasonable accuracy.

Rayleigh scattering↗

Human Systems Intergration & Engineering: HSI & E Design Influence

The design of space systems is a long and complicated process where changes to the design increase cost and schedule as the design progresses into implementation. Human Systems Integration uses tools such as mockups, Virtual Reality, Augmented Reality and human simulations early in the design process to evaluate designs for usability, operability, and maintainability. This early design influence provides cost and schedule savings during manufacturing and operations. Examples of how MSFC EV74 Human Systems Integration Team have used these tools to evaluate hardware designs will be discussed.

Tanya Andrews↗

Improving Sim-to-Real Transfer in Vision-Based Robot Navigation Via Instance-Level GAN-Based Data Augmentation

Achieving robust vision-based robotic tasks requires large amounts of data, which are often difficult to obtain in real-world scenarios. Simulators and synthetic data offer a cost-effective alternative, but the visual gap between simulation and reality hinders the performance of models when deployed in real-world environments. In this paper, we present a data augmentation pipeline that integrates a foundation model (Segment Anything Model) with an unsupervised image-to-image translation model (CycleGAN) for instance-level domain transfer from simulation to reality. This pipeline enables the generation of realistic labeled data from synthetic images for training supervised machine learning models in vision-based navigation tasks. We evaluate our approach on real-world data for ego-vehicle pose estimation, a critical autonomous navigation task involving the prediction of cross-track position and heading angle relative to road center line markings. The results of our tests show that our GAN-based data augmentation pipeline significantly outperforms models trained solely on simulation data or on data processed with standard image augmentation methods for sim-to-real transfer, enhancing model robustness and generalizability in real-world scenarios. Our method provides a scalable and flexible data augmentation tool for leveraging large synthetic datasets to enhance vision-based robotic navigation tasks.

artificial intelligence↗

Modeling Co2 Flow Through Faulted/Fractured Reservoirs Using Tedfm in Corner-Point Grids

Interest in underground CO2 storage has increased significantly over the last decade, driven by growing concern about global warming and rising levels of greenhouse gases in the atmosphere. Given that CO2 accounts for 80% of these greenhouse gases, carbon capture, utilization, and storage (CCUS) is considered one of the most direct approaches to achieving the net-zero carbon target. Although CO2 storage in deep saline aquifers and depleted gas reservoirs has been studied extensively, most studies use commercial simulators that model faults/fractures by simply modifying the transmissibility in the direction perpendicular to the fault surfaces. This work shows that this simplistic approach ignores the accelerated flow in the directions parallel to the fault plane, leading to significantly higher leakage along the fault surface. To accurately model CO2 flow in faulted reservoirs, we present the first transient embedded discrete-fracture model for corner-point grids (tEDFM-CPG). By comparing the tEDFM-CPG results with high-resolution reference solutions, we show that this approach is accurate and efficient at predicting CO2 flow in faulted/fractured reservoirs. In conclusion, this work presents the use of mixed reality (MR) to efficiently observe CO2 gas migration in the interior of these corner-point grid systems.

02 PETROLEUM↗

Human Research Program: Human Factors and Behavioral Performance

This discussion provides an overview of the Human Research Program (HRP), the Human Factors and Behavioral Performance Element (HFBP), and outlines currently documented research using AR/VR or Hybrid Reality to maintain or improve human behavior for long duration exploration mission environments. Different analog environments are also discussed in this presentation (ISS and HERA).

Human Research Program↗

Human Research Program: Human Factors and Behavioral Performance Research to Enable Artemis

This discussion provides an overview of the human research program (HRP), the Human Factors and Behavioral Performance Element (HFBP), and outlines currently documented research using AR/VR or Hybrid Reality to maintain or improve human behavior for long duration exploration mission environments. Different analog environments are also discussed in this presentation (ISS and HERA).

Human Research Program↗

Modeling CO 2 flow through faulted/fractured reservoirs using tEDFM in corner-point grids

The interest in underground CO 2 storage has increased significantly over the last decade because of the rising concern about global warming due to the growing levels of greenhouse gases in the atmosphere. Considering that CO 2 accounts for 80% of these greenhouse gases, carbon capture, utilization, and storage (CCUS) is regarded as one of the most direct approaches to achieving the net zero carbon target. Although CO 2 storage in deep saline aquifers and depleted gas reservoirs has been studied extensively, most studies use commercial simulators that model faults/fractures by simply modifying the transmissibility in the direction perpendicular to the fault surfaces. Here, this work shows that this simplistic approach ignores the accelerated flow in the directions parallel to the fault plane, leading to significantly higher leakage along the fault surface. To accurately model the flow of CO 2 in faulted reservoirs, we present the first transient embedded discrete fracture model for corner-point grids (tEDFM-CPG). By comparing the results of the tEDFM-CPG to high-resolution reference solutions, we show that this approach is accurate and efficient at predicting CO 2 flow in faulted/fractured reservoirs. Finally, this work presents the use of mixed reality (MR) to efficiently observe CO 2 gas migration in the interior of these corner-point grid systems.

25 ENERGY STORAGE↗