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Overview of Past and Future EVA Suit Testing and Training in Chamber B at NASA JSC

The Crew and Thermal System Division’s Chamber B has received an increase in demand for next generation suit testing. Chamber B is the National Aeronautics and Space Administration (NASA) Johnson Space Center’s only human-rated thermal vacuum (TVAC) chamber. Historically it was used in Gemini, Apollo, Skylab, Shuttle, and the International Space Station (ISS) suit tests. Recently, the chamber has been returned to service with new capabilities for suit testing. In 2023, The Exploration Extravehicular Mobility Unit (xEMU) underwent a 5-day, extensive thermal vacuum test that included both a full-bodied Exploration Pressure Garment Suit (xPGS) as well as a high fidelity Short xEMU. SpaceX has also used the chamber for human-in-the-loop (HITL) qualification and acceptance testing on their flight Polaris Dawn suits for the first-ever commercial extravehicular activity (EVA). Current chamber Manlock B2 upgrades include the support of two test subjects at the same time with updated chamber interface and support systems for the next generation of suits. This paper will discuss the history of spacesuit testing in the chamber, the recent testing for commercial and NASA suits, and upgrades to accommodate new test requirements.

Polaris Dawn↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop testing plays a crucial role in NASA's mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts' situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA's testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop testing for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive training experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

Simulation Modeling Virtual Reality Immersive Tech↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for immersing users in realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop simulations play a crucial role in NASA’s mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments, data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures, and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts’ situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA’s testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop simulations for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive simulation experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

HITL↗

Development of a Sensorimotor Ground Analog from Astronaut Postflight Experience

Exploration class missions including Artemis, Gateway, and beyond will require a new level of autonomy around periods of gravitational transition, where sensorimotor disturbances are great. Because of this, there is a need to define sensorimotor assessment thresholds that indicate when performance in operational tasks might be impacted or unsafe. To define these thresholds, a Sensorimotor Adaptation Analog (SAA) was proposed that could induce varying levels of sensorimotor disorientation through combined vestibular, visual, and proprioceptive disruptions. The purpose of this study was to gather subjective feedback on the SAA from previously flown astronauts that would mimic their post-flight experience and functional performance immediately after landing (R+0-4hrs; high level) and post-landing (R+24-48hrs; low level). The SAA consisted of galvanic vestibular stimulation (GVS), visual disorientation goggles, and a weighted suit to alter proprioceptive feedback and replicate subjective heaviness. A random sum-of-sines profile between 0-1Hz was used for the GVS with peak amplitudes ranging from 1-4mA. The GVS was applied first at the low (2mA) and high (3mA) levels, followed by the weighted suit alone, then combined with the GVS at the low (20% body weight) and high levels (40% body weight). Last, the disorientation goggles were applied alongside both the GVS and weighted suit at the low (0.07-0.10+ blood alcohol content (BAC)) and high (0.12-0.15+ BAC) levels. Each element of the SAA could be increased or decreased depending on crew feedback to find the disorientation levels that best matched their experience. Five USOS astronauts (1 male, 4 female) who had previously flown (average time since flight: 377 days) participated. Crewmembers reported that GVS alone replicated ~80-90% of their post-flight performance with the weighted suit fine-tuning the experience to replicate an additional 5-10% of their experience. Crewmembers did not believe the disorientation goggles represented either the visual disruptions or illusory sensations that they experienced, nor did they impact performance in post-flight tasks similarly. The final SAA, resulting from crewmember feedback, includes the GVS at the levels described above and the weighted suit at 15% and 30% body weight. The disorientation goggles were removed from SAA. These results provided a more realistic SAA that can be used to define the sensorimotor assessment thresholds through ground subjects and potentially expanded for use in countermeasure testing and as a pre-flight training tool.

S. C. Moudy↗