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At least 487 records · Page 27

Adoption of Test Driven Development and Continuous Integration for the Development of the Trick Simulation Toolkit

This paper describes the adoption of a Test Driven Development approach and a Continuous Integration System in the development of the Trick Simulation Toolkit, a generic simulation development environment for creating high fidelity training and engineering simulations at the NASA/Johnson Space Center and many other NASA facilities. It describes what was learned and the significant benefits seen, such as fast, thorough, and clear test feedback every time code is checked-in to the code repository. It also describes a system that encourages development of code that is much more flexible, maintainable, and reliable. The Trick Simulation Toolkit development environment provides a common architecture for user-defined simulations. Trick builds executable simulations using user-supplied simulation-definition files (S_define) and user supplied "model code". For each Trick-based simulation, Trick automatically provides job scheduling, checkpoint / restore, data-recording, interactive variable manipulation (variable server), and an input-processor. Also included are tools for plotting recorded data and various other supporting tools and libraries. Trick is written in C/C++ and Java and supports both Linux and MacOSX. Prior to adopting this new development approach, Trick testing consisted primarily of running a few large simulations, with the hope that their complexity and scale would exercise most of Trick's code and expose any recently introduced bugs. Unsurprising, this approach yielded inconsistent results. It was obvious that a more systematic, thorough approach was required. After seeing examples of some Java-based projects that used the JUnit test framework, similar test frameworks for C and C++ were sought. Several were found, all clearly inspired by JUnit. Googletest, a freely available Open source testing framework, was selected as the most appropriate and capable. The new approach was implemented while rewriting the Trick memory management component, to eliminate a fundamental design flaw. The benefits became obvious almost immediately, not just in the correctness of the individual functions and classes but also in the correctness and flexibility being added to the overall design. Creating code to be testable, and testing as it was created resulted not only in better working code, but also in better-organized, flexible, and readable (i.e., articulate) code. This was, in essence the Test-driven development (TDD) methodology created by Kent Beck. Seeing the benefits of Test Driven Development, other Trick components were refactored to make them more testable and tests were designed and implemented for them.

Penn, John M.↗

Testability, Test Automation and Test Driven Development for the Trick Simulation Toolkit

This paper describes the adoption of a Test Driven Development approach and a Continuous Integration System in the development of the Trick Simulation Toolkit, a generic simulation development environment for creating high fidelity training and engineering simulations at the NASA Johnson Space Center and many other NASA facilities. It describes the approach, and the significant benefits seen, such as fast, thorough and clear test feedback every time code is checked into the code repository. It also describes an approach that encourages development of code that is testable and adaptable.

Penn, John↗

Transfer-of-Training Research at NASA Ames Research Center

In this presentation, I will first give an overview of some of the research being performed at the Human Systems Integration Division of NASAs Ames Research Center. In the second part of the presentation, I will discuss two studies that investigate the effects of simulator motion on pilot transfer of training. In a study funded by the Federal Aviation Administration, task performance is used to investigate the effects of motion on the training of 4 challenging tasks in a transport category aircraft. In addition, the effectiveness of recently proposed objective motion cueing criteria for training simulators are evaluated. The second study, part of the NASA Aeronautics Research Program, focuses on optimizing simulator motion for maximum transfer of stall recovery training and utilizes a cybernetic approach to measure transfer of training.

Zaal, Peter M. T.↗

Domain Adaptation for Measurements of Strong Gravitational Lenses

Upcoming surveys are predicted to discover galaxy-scale strong lenses on the order of 10\textsuperscript{5}, making deep learning methods necessary in lensing data analysis. Currently, there is insufficient real lensing data to train deep learning algorithms, but the alternative of training only on simulated data results in poor performance on real data. Domain Adaptation may be able to bridge the gap between simulated and real datasets. We utilize domain adaptation for the estimation of Einstein radius ($\Theta_E$) in simulated galaxy-scale gravitational lensing images with different levels of observational realism. We evaluate two domain adaptation techniques - Domain Adversarial Neural Networks (DANN) and Maximum Mean Discrepancy (MMD). We train on a source domain of simulated lenses and apply it to a target domain of lenses simulated to emulate noise conditions in the Dark Energy Survey (DES). We show that both domain adaptation techniques can significantly improve the model performance on the more complex target domain dataset. This work is the first application of domain adaptation for a regression task in strong lensing imaging analysis. Our results show the potential of using domain adaptation to perform analysis of future survey data with a deep neural network trained on simulated data.

46 INSTRUMENTATION RELATED TO NUCLEAR SCIENCE AND ↗

Domain Adaptation for Measurements of Strong Gravitational Lenses

Upcoming surveys are predicted to discover galaxy-scale strong lenses on the order of $10^5$, making deep learning methods necessary in lensing data analysis. Currently, there is insufficient real lensing data to train deep learning algorithms, but the alternative of training only on simulated data results in poor performance on real data. Domain Adaptation may be able to bridge the gap between simulated and real datasets. We utilize domain adaptation for the estimation of Einstein radius ($\Theta_E$) in simulated galaxy-scale gravitational lensing images with different levels of observational realism. We evaluate two domain adaptation techniques - Domain Adversarial Neural Networks (DANN) and Maximum Mean Discrepancy (MMD). We train on a source domain of simulated lenses and apply it to a target domain of lenses simulated to emulate noise conditions in the Dark Energy Survey (DES). We show that both domain adaptation techniques can significantly improve the model performance on the more complex target domain dataset. This work is the first application of domain adaptation for a regression task in strong lensing imaging analysis. Our results show the potential of using domain adaptation to perform analysis of future survey data with a deep neural network trained on simulated data.

46 INSTRUMENTATION RELATED TO NUCLEAR SCIENCE AND ↗

Normalizing flows for domain adaptation when identifying Λ hyperon events

Here this study focuses on the application of a normalizing flow as a method of domain adaptation when classifying physics data. Normalizing flows offer a way to transform data points between two different distributions. The present study investigates a novel method of transforming latent representations of physics data to a normal distribution and then to a physics distribution again. The final distribution models a simulated distribution. After being transformed, the data can be classified by a neural network trained on labeled simulation data. The present study succeeds in training two normalizing flows that can transform between data (or simulation) and a Gaussian distribution.

47 OTHER INSTRUMENTATION↗

The effectiveness of an oculometer training tape on pilot and copilot trainees in a commercial flight training program

A study was designed to evaluate the effectiveness of a video tape detailing the various aspects of instrument scanning by experienced pilots on performance by pilots and copilots undergoing flight training in a Boeing 737 flight simulator. The performance ratings by instructor pilots (IP's) and self-reported instrument scan behavior by trainees were compared with those of a control group. The results indicated that the training tape had little or no effect on performance by trainees in the experimental group. Feedback from the IP's and trainees suggested that a feedback strategy providing each trainee's individual instrument scan behavior might be more beneficial in flight training than the general instructional strategy of the oculometer training tape. Flight training personnel and trainees' reports of performance decrements on or around the third day of flight simulator training were investigated. The IP's performance ratings of 27 pilot and copilot trainees failed to reveal a systematic performance decrement; however, feedback from the trainees revealed that their own attribution of performance decrements was associated with the order in which their training occurred within a session. Further research was suggested.

Jones, D. H.↗

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.↗

Machine-learning Solution for Automatic Spacesuit Motion Recognition and Measurement from Conventional Video

Extravehicular Activity (EVA) spacesuits exhibit unique movement patterns due to their design characteristics. Mobility assessments using traditional motion capture systems are cost prohibitive and not feasible for some training conditions (e.g., simulated lunar outdoor terrain). This paper aims to present the ongoing development of machine learning solutions to quantify suit motions from conventional videos without special sensors or hardware. Given the fast growth in deep/machine learning technologies, external expertise was sought from open-source communities. This was expected to accelerate development and provide more cost-effective, time-saving solutions. This work was selected for a NASA Crowdsourcing project through an agency-wide solicitation. Partnerships were formed with the NASA JSC Center of Excellence for Collaborative Innovation and an execution crowdsourcing platform partner to solicit framework developments from external contenders. NASA provided contenders with video clips of spacesuits and simultaneously measured motion capture data during EVA simulation tasks. The contenders used this data to train and develop generalized algorithms to predict motions. At the end of the crowdsourcing event, five solutions were selected from 250 submissions. Each submission was tested and scored using video clips not previously disclosed to the contenders. The scoring metrics measured how well the algorithm detected the suit shape, the 2D suit joint detection accuracy, and 3D joint detection accuracy. The winning solution was able to achieve roughly 85% prediction accuracy (weighted combination of scoring metrics). Overall, the algorithms could efficiently detect various types of spacesuits and motions across different EVA simulation environments such as the Neutral Buoyancy Lab (NBL). However, 3D joint identification is less reliable when parts of the suit were obstructed in the image. After continued improvements and validation, the fully developed system will enable EVA stakeholders to quantify suit kinematic patterns, which can help optimize suit, hardware, and task designs.

Linh Vu↗

Simulation

The application of flight simulation in regional airline training programs is discussed. Specifically, the use of simulation in cockpit resources management training (CRMT) is investigated. The availability of simulation resources is explored and the simulator disadvantages and advantages are cited. Problems with simulator specification, procurement, validation and use that have plagued the major air carriers over several decades are addressed.

Foster, F.↗

Smackdown: Adventures in Simulation Standards and Interoperability

The paucity of existing employer-driven simulation education and the need for workers broadly trained in Modeling & Simulation (M&S) poses a critical need that the simulation community as a whole must address. This paper will describe how this need became an impetus for a new inter-university activity that allows students to learn about simulation by doing it. The event, called Smackdown, was demonstrated for the first time in April at the Spring Simulation Multi-conference. Smackdown is an adventure in international cooperation. Students and faculty took part from the US and Europe supported by IEEE/SISO standards, industry software and National Aeronautics and Space Administration (NASA) content of are supply mission to the Moon. The developers see Smackdown providing all participants with a memorable, interactive, problem-solving experience, which can contribute, importantly to the workforce of the future. This is part of the larger need to increase undergraduate education in simulation and could be a prime candidate for senior design projects.

Elfrey, Priscilla R.↗

The Trick Simulation Toolkit: A NASA/Opensource Framework for Running Time Based Physics Models

The Trick Simulation Toolkit is a simulation development environment used to create high fidelity training and engineering simulations at the NASA Johnson Space Center and many other NASA facilities. Its purpose is to generate a simulation executable from a collection of user-supplied models and a simulation definition file. For each Trick-based simulation, Trick automatically provides job scheduling, numerical integration, the ability to write and restore human readable checkpoints, data recording, interactive variable manipulation, a run-time interpreter, and many other commonly needed capabilities. This allows simulation developers to concentrate on their domain expertise and the algorithms and equations of their models. Also included in Trick are tools for plotting recorded data and various other supporting utilities and libraries. Trick is written in C/C++ and Java and supports both Linux and MacOSX computer operating systems. This paper describes Trick's design and use at NASA Johnson Space Center.

Penn, John M.↗

Machine-learning Solution for Automatic Spacesuit Motion Recognition and Measurement from Conventional Video

Extravehicular Activity (EVA) spacesuits exhibit unique movement patterns due to their design characteristics. Mobility assessments using traditional motion capture systems are cost prohibitive and not feasible for some training conditions (e.g., simulated lunar outdoor terrain). This paper aims to present the ongoing development of machine learning solutions to quantify suit motions from conventional videos without special sensors or hardware. Preliminary work into this field was promising but given the fast growth in deep/machine learning technologies, external expertise was sought from open-source communities. Partnerships were formed with the NASA JSC Center of Excellence for Collaborative Innovation (CoCEI) and an execution crowdsourcing platform partner to solicit machine learning framework developments from external contenders. NASA provided contenders with images and video clips of spacesuits with simultaneously measured motion capture data during EVA simulation tasks. The contenders used this data to train and develop generalized algorithms to predict motions. At the end of the crowdsourcing event, the top five solutions were selected from 250 submissions. Each submission was tested and scored using video clips not previously disclosed to the contenders. The weighted scoring metrics measured how well the algorithm detected the suit shape, the 2D suit joint detection accuracy, and 3D joint detection accuracy. The winning solution was able to achieve roughly 85% prediction accuracy. Overall, the algorithms could efficiently detect various types of spacesuits and motions across different EVA environments such as the NASA Active Response Gravity Offload System (ARGOS). After continued improvements and validation, the fully developed system will enable EVA stakeholders to quantify suit kinematic patterns, which can help optimize suit, hardware, and task designs.

Linh Vu↗

Machine learning simulation of finite element analysis in augmented reality

Media, method and system for approximating a finite element analysis texture map for an object. To accomplish this, the object is converted to a computer generated model and finite element analysis is performed for a plurality of different simulated inputs to generate a plurality of simulated mappings. Each simulated mapping is converted into a simulated texture map. A machine learning model is trained on the simulated inputs and simulated texture maps to generate a texture map which approximates a finite element analysis. The machine learning model receives a user input and generates the texture map therefrom. The texture map is then wrapped to the object and displayed.

Scherer, Derek Carl↗

British Airways' pre-command training program

Classroom, flight simulator, and in-flight sessions of an airline pilot training program are briefly described. Factors discussed include initial command potential assessment, precommand airline management studies course, precommand course, and command course.

Holdstock, L. F. J.↗

Use of Combined A-Train Observations to Validate GEOS Model Simulated Dust Distributions During NAMMA

During August 2006, the NASA African Multidisciplinary Analyses Mission (NAMMA) field experiment was conducted to characterize the structure of African Easterly Waves and their evolution into tropical storms. Mineral dust aerosols affect tropical storm development, although their exact role remains to be understood. To better understand the role of dust on tropical cyclogenesis, we have implemented a dust source, transport, and optical model in the NASA Goddard Earth Observing System (GEOS) atmospheric general circulation model and data assimilation system. Our dust source scheme is more physically based scheme than previous incarnations of the model, and we introduce improved dust optical and microphysical processes through inclusion of a detailed microphysical scheme. Here we use A-Train observations from MODIS, OMI, and CALIPSO with NAMMA DC-8 flight data to evaluate the simulated dust distributions and microphysical properties. Our goal is to synthesize the multi-spectral observations from the A-Train sensors to arrive at a consistent set of optical properties for the dust aerosols suitable for direct forcing calculations.

Nowottnick, E.↗

Correlating Computed and Flight Instructor Assessments of Straight-In Landing Approaches by Novice Pilots on a Flight Simulator

The rising cost of flight training and the low cost of powerful computers have resulted in increasing use of PC-based flight simulators. This has prompted FAA standards regulating such use and allowing aspects of training on simulators meeting these standards to be substituted for flight time. However, the FAA regulations require an authorized flight instructor as part of the training environment. Thus, while costs associated with flight time have been reduced, the cost associated with the need for a flight instructor still remains. The obvious area of research, therefore, has been to develop intelligent simulators. However, the two main challenges of such attempts have been training strategies and assessment. The research reported in this paper was conducted to evaluate various performance metrics of a straight-in landing approach by 33 novice pilots flying a light single engine aircraft simulation. These metrics were compared to assessments of these flights by two flight instructors to establish a correlation between the two techniques in an attempt to determine a composite performance metric for this flight maneuver.

Heath, Bruce E.↗

The role of the research simulator in the systems development of rotorcraft

Over the last 20 years, flight simulators became widely accepted as training tools. Moreover, research simulators were used extensively by the fixed-wing industry: in the design, testing, and certification of new aircraft. The rotorcraft industry, however, was slow to use man-in-the-loop simulation to solve its design problems, primarily because of the difficulty of modeling complex rotorcraft for realtime simulation and because of the need for a wide-angle visual system for low-level flight. A joint U.S. Army and NASA program was initiated to provide this simulation capability for exploitation by both government and industry. The potential application of the research simulator to future rotorcraft systems design, development, product improvement evaluations, and safety analysis is discussed.

Statler, I. C.↗