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Update on Rover Sequencing and Visualization Program

The Rover Sequencing and Visualization Program (RSVP) has been updated. RSVP was reported in Rover Sequencing and Visualization Program (NPO-30845), NASA Tech Briefs, Vol. 29, No. 4 (April 2005), page 38. To recapitulate: The Rover Sequencing and Visualization Program (RSVP) is the software tool to be used in the Mars Exploration Rover (MER) mission for planning rover operations and generating command sequences for accomplishing those operations. RSVP combines three-dimensional (3D) visualization for immersive exploration of the operations area, stereoscopic image display for high-resolution examination of the downlinked imagery, and a sophisticated command-sequence editing tool for analysis and completion of the sequences. RSVP is linked with actual flight code modules for operations rehearsal to provide feedback on the expected behavior of the rover prior to committing to a particular sequence. Playback tools allow for review of both rehearsed rover behavior and downlinked results of actual rover operations. These can be displayed simultaneously for comparison of rehearsed and actual activities for verification. The primary inputs to RSVP are downlink data products from the Operations Storage Server (OSS) and activity plans generated by the science team. The activity plans are high-level goals for the next day s activities. The downlink data products include imagery, terrain models, and telemetered engineering data on rover activities and state. The Rover Sequence Editor (RoSE) component of RSVP performs activity expansion to command sequences, command creation and editing with setting of command parameters, and viewing and management of rover resources. The HyperDrive component of RSVP performs 2D and 3D visualization of the rover s environment, graphical and animated review of rover predicted and telemetered state, and creation and editing of command sequences related to mobility and Instrument Deployment Device (robotic arm) operations. Additionally, RoSE and HyperDrive together evaluate command sequences for potential violations of flight and safety rules. The products of RSVP include command sequences for uplink that are stored in the Distributed Object Manager (DOM) and predicted rover state histories stored in the OSS for comparison and validation of downlinked telemetry. The majority of components comprising RSVP utilize the MER command and activity dictionaries to automatically customize the system for MER activities.

Cooper, Brian↗

Rover Sequencing and Visualization Program

The Rover Sequencing and Visualization Program (RSVP) is the software tool for use in the Mars Exploration Rover (MER) mission for planning rover operations and generating command sequences for accomplishing those operations. RSVP combines three-dimensional (3D) visualization for immersive exploration of the operations area, stereoscopic image display for high-resolution examination of the downlinked imagery, and a sophisticated command-sequence editing tool for analysis and completion of the sequences. RSVP is linked with actual flight-code modules for operations rehearsal to provide feedback on the expected behavior of the rover prior to committing to a particular sequence. Playback tools allow for review of both rehearsed rover behavior and downlinked results of actual rover operations. These can be displayed simultaneously for comparison of rehearsed and actual activities for verification. The primary inputs to RSVP are downlink data products from the Operations Storage Server (OSS) and activity plans generated by the science team. The activity plans are high-level goals for the next day s activities. The downlink data products include imagery, terrain models, and telemetered engineering data on rover activities and state. The Rover Sequence Editor (RoSE) component of RSVP performs activity expansion to command sequences, command creation and editing with setting of command parameters, and viewing and management of rover resources. The HyperDrive component of RSVP performs 2D and 3D visualization of the rover s environment, graphical and animated review of rover-predicted and telemetered state, and creation and editing of command sequences related to mobility and Instrument Deployment Device (IDD) operations. Additionally, RoSE and HyperDrive together evaluate command sequences for potential violations of flight and safety rules. The products of RSVP include command sequences for uplink that are stored in the Distributed Object Manager (DOM) and predicted rover state histories stored in the OSS for comparison and validation of downlinked telemetry. The majority of components comprising RSVP utilize the MER command and activity dictionaries to automatically customize the system for MER activities. Thus, RSVP, being highly data driven, may be tailored to other missions with minimal effort. In addition, RSVP uses a distributed, message-passing architecture to allow multitasking, and collaborative visualization and sequence development by scattered team members.

Cooper, Brian↗

Virtual environment display for a 3D audio room simulation

The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.

Chapin, William L.↗

User Interface Technology Transfer to NASA's Virtual Wind Tunnel System

Funded by NASA grants for four years, the Brown Computer Graphics Group has developed novel 3D user interfaces for desktop and immersive scientific visualization applications. This past grant period supported the design and development of a software library, the 3D Widget Library, which supports the construction and run-time management of 3D widgets. The 3D Widget Library is a mechanism for transferring user interface technology from the Brown Graphics Group to the Virtual Wind Tunnel system at NASA Ames as well as the public domain.

vanDam, Andries↗

Heterogeneous Visualization: A Call for Empirically Driven Technology Advancement and Adoption; Preprint

Our ability to generate data from simulations and experimental platforms is generally outpacing our ability to analyze those data efficiently and effectively. There are a growing number and variety of possible visualization display modalities, from commodity head-mounted displays to large-scale immersive environments, from desktop and touch displays to high-resolution display walls. Many of these visualization technologies and visual environments are rapidly evolving and could revolutionize analysis for certain classes of complex scientific and engineering data. However, the choice of what technology or combination of technologies to use has historically been largely ad hoc and lacks a carefully validated understanding of how to best utilize different visualization technologies to advance the science. To maximize the impact of our data and analyses, it is imperative that we use the most effective visualization environments for the analysis task at hand.

heterogeneous visualization↗

Advanced Visualization for Scientific Data Analysis and Insight [Slides]

This talk will explore how we have used advanced visualization technologies to support analytical reasoning and knowledge discovery. Specifically, we will present several examples detailing some recent scientific successes using state-of-the-art immersive and high-resolution visualization at the National Renewable Energy Laboratory's Computational Science Center. On multiple occasions, we have observed scientists and engineers discover features in their data using advanced visualization technologies that they had not seen in prior investigations of their data on traditional desktop displays. We have embedded more information into our analytics tools, allowing engineers to explore complex multivariate spaces. We have observed how interactions seem to catalyze understanding.

97 MATHEMATICS AND COMPUTING↗

Lunar Instrument Data Integration Into the Virtual Reality Mission Simulation System for Decision Communication and Situational Awareness

In situ resource utilization (ISRU) technologies are a key advancement required to make human habitation on the Moon and Mars viable. The upcoming Volatiles Investigating Polar Exploration Rover (VIPER) mission will provide crucial correlations between volatiles and lunar geology to understand the water content available for ISRU on the moon. The mission will require the coordination of multi-disciplinary teams across the country making real time decisions based on rover instrument data. The virtual reality Mission Simulation System (vMSS) is a virtual reality platform designed at MIT by the Resource Exploration and Science of our Cosmic Environment (RESOURCE) team to provide teams with a collaboration interface for planetary missions like VIPER. Herein we determine the integration pathway for analog based datasets that are examples of VIPER's two main instruments, the near-infrared volatile spectrometer subsystem (NIRVSS) and the neutron spectrometer subsystem (NSS), into vMSS to provide the most valuable visualization tools. Focusing on improving situational awareness, decision making, reducing task load and incorporating comments from scientists working previous analogs and on the current VIPER mission, we recommend critical elements to implement into vMSS and the best approaches for data visualization. We present a review of relevant analogs and state of the art mission software. We have developed a design concept and path to flight of analysed instrument data integrated with data maps that allow for virtual manipulation and annotation between non-co-located team members. We focus on pre-mission mapping of a priori data for improved situational awareness, layering of analysed instrument data, correlative mapping and interactive capabilities for in-mission decision making, as well as archiving and annotation tools for post-mission analysis. Finally, we lay out the roadmap for the future development of immersive sample site visualization capabilities and the use of integrated instrument data in vMSS with automated temporal and geospatial planning.

Cody Alison Paige↗

Visual feedback and guided balance training in an immersive virtual reality environment for lower extremity rehabilitation

Balance training is essential for physical rehabilitation procedures, as it can improve functional mobility and enhance cognitive coordination. However, conventional balance training methods may have limitations in terms of motivation, real-time objective feedback, and personalization, which a virtual reality (VR) setup may provide a better alternative. In this work, we present an immersive VR training environment for lower extremity balance rehabilitation with real-time guidance and feedback. The VR training environment immerses the user in a 3D ice rink model where a virtual coach (agent) leads them through a series of balance poses, and the user controls a trainee avatar with their own movements. Here we developed two coaching styles: positive-reinforcement and autonomous-supportive, and two viewpoints of the trainee avatar: first-person and third-person. The proposed environment was evaluated in a user study with healthy, non-clinical participants (n = 16, 24.4 ± 5.7 years old, 9 females). Our results show that participants showed stronger performance in the positive-reinforcement style compared to the autonomous-supportive style. Additionally, in the third-person viewpoint, the participants exhibited more stability in the positive-reinforcement style compared to the autonomous-supportive style. For viewpoint, participants exhibited stronger performance in the first-person viewpoint compared to third-person in the autonomous-supportive style, while they were comparable in the positive-reinforcement style. We observed no significant effects on the foot height and number of mistakes. Furthermore, we report the analysis of user performance with balance training poses and subjective measures based on questionnaires to assess the user experience, usability, and task load. The proposed VR balance training could offer an interactive, adaptive, and engaging environment and open new potential research directions for lower extremity rehabilitation.

97 MATHEMATICS AND COMPUTING↗

Large-Scale Visualization of 3D Unstructured Groundwater Model Using Cave Automated Virtual Environment

The immersive three-dimensional (3D) virtual reality (VR) visualization of groundwater models allows us to deepen our understanding of aquifer systems and provide better solutions to present groundwater-related problems, such as groundwater recharge, water quality, and sustainability. Visualization assists in accurately developing groundwater models and revealing important subsurface features, including faulting, folding, and unconformity. However, assessing model accuracy poses challenges due to the complexity of geology and groundwater systems. This research demonstrates a workflow to visualize and analyze raw 3D unstructured groundwater model data using an immersive Cave Automated Virtual Environment (CAVE). To visualize the unstructured groundwater model data, the raw dataset is converted into interactive CAVE-compatible formats utilizing a set of tools: ParaView, Blender, and Unity. This enables researchers to immerse themselves in the data, identifying influential patterns and relationships. e resulting insights can inform the development of sophisticated machine-learning models for groundwater level prediction. The CAVE’s immersive capabilities allow intuitive exploration from various perspectives, providing a more holistic understanding of the factors affecting groundwater levels. These insights are crucial to improve predictive models. The CAVE results also facilitate collaborative analysis and have potential applications in training and education. is research demonstrates the value of immersive VR tools such as the CAVE for unraveling intricacies within high-dimensional scientific data to drive real-world forecasting and modeling applications.

54 ENVIRONMENTAL SCIENCES↗

Visualization Within the Department of Energy: NREL IEEE VIS Application Spotlight

This presentation highlights the role of advanced visualization techniques at the National Renewable Energy Laboratory (NREL) in supporting cutting-edge research across diverse energy domains. From immersive analytics and uncertainty visualization to high-resolution and real-time data analysis, NREL's visualization capabilities enable scientists to explore complex datasets more effectively. These tools are critical for advancing research in materials science, renewable energy technologies, biofuels, electric vehicle infrastructure, energy efficiency - from industrial processes to entire communities - and then bringing these innovations to practice through energy systems integration. NREL's visualization tools drive innovation across renewable energy and grid modernization efforts by providing deeper insights and improving decision-making.

grid modernization↗

Transforming Energy Through Computational Excellence: Advanced Scientific Visualization Reveals Energy Insights

The National Renewable Energy Laboratory's world-class researchers and analysts, along with the Insight Center (our state-of-the-art scientific visualization facility) make data immersion a reality, allowing users to step into and explore their data. With the rise of large, diverse, and distributed data sets, scientific visualization is now critical to the process of scientific discovery and to managing and analyzing data and extracting insights. NREL provides visualization capabilities and facilities that are supported by state-of-the-art equipment, leading-edge techniques, and expert staff.

data science↗

Digital Twin: Visualizing the Future of the Power Grid [Slides]

The energy systems are generating data at a scale and complexity that increasingly outpaces our ability to analyze it. This talk argues that rigorous, large-scale visualization is a critical tool for meeting that challenge. Drawing on recent work in the Computational Science Center at the National Laboratory of the Rockies, we trace a progression of visualization research culminating in an immersive digital twin of a real campus power grid. Along the way, we examine why visualization matters at all, where widely-used techniques quietly fail, and what becomes analytically possible when you match the display environment to the scale of the problem.

24 POWER TRANSMISSION AND DISTRIBUTION↗

Virtual and Augmented Reality Applications in Science and Engineering

The articles in this special section focus on virtual and augmented reality applications in science and engineering. There has been an explosive growth in visually augmenting the spaces around us by creating environments where visual, aural, and kinesthetic immersive experiences afforded by virtual and augmented reality (AR) powerfully engage us in a way no other medium can. Virtual reality (VR) recreates the sensory world around us entirely through computer-generated signals of sight, sound, touch (and in some cases smell and taste). AR overlays the computer-generated sensory signals on the real world allowing the user to experience a rich juxtaposition of the virtual and the real worlds simultaneously. Together, these technologies are transforming the way people from all walks of life—scientists, engineers, educators, industrial workers, health care professionals, artists, and everyday people— see and use the information that matters most to them, in an intuitive embodied way. Just as mobile technology has revolutionized how we communicate with each other and with our digital worlds, ubiquitous VR and AR will fundamentally alter how our society creates, inspires, engages, and learns from the information-rich and enriched cyberspaces around us. While affordable consumer- quality VR and AR hardware is becoming available, significant work is needed to adopt VR and AR for important and difficult scientific and societal applications.

Virtual Reality, Augmented Reality↗

Gigatraj: An Atmospheric Trajectory Model

Atmospheric trajectory models have a long history of success in tracking air motions in the lower stratosphere and upper troposphere over periods of up to a few days. Parcels have been traced backwards from observations to identify whatever phenomena (strong convection, volcanic eruptions, rocket launches, etc.) put their signature on them. Parcels have also been initialized at a known event and traced forward to examine their subsequent physical and chemical evolution. We describe a new trajectory model, "gigatraj," that aims to increase exibility by (a) making it straightforward to use new meteorological data sources, including those not based on regular latitude-longitude grids; (b) enabling a run-time choice of vertical coordinate system for kinematic and/or quasi-isentropic calculations; (c) allowing for the output of arbitrary meteorological products, selectable by the user and interpolated to the parcels' locations and times. The model can be run in a serial or parallel processing environment, so that large numbers of parcels can be traced in a reasonable time. Information is presented on model accuracy and performance. The former is demonstrated by runs using both test-pattern winds (comparing expected paths with actual output) and real-world winds (comparing forward and backward runs to characterize how well parcels retrace their paths). Sample cases are also shown, including a reverse domain lling (RDF) calculation illustrating a tropopause fold event. Model output can be displayed using the new Visualization And Lagrangian dynamics Immersive eXtended Reality (VALIXR) system, and an example will be shown. In addition, we describe work to incorporate a version of gigatraj into the Goddard Earth Observing System (GEOS) of NASA's Global Modeling and Assimilation O ce (GMAO) at Goddard Space Flight Center. This enables trajectory calculations to be performed within the running GEOS model at the latter's native time resolution, instead of using the winds from every few hours. It also provides access to all of GEOS's internal variables as they are calculated. This module may be useful, for example, for tracking rapid chemical changes in a Lagrangian framework.

dynamics↗

Immersive cyberspace system

An immersive cyberspace system is presented which provides visual, audible, and vibrational inputs to a subject remaining in neutral immersion, and also provides for subject control input. The immersive cyberspace system includes a relaxation chair and a neutral immersion display hood. The relaxation chair supports a subject positioned thereupon, and places the subject in position which merges a neutral body position, the position a body naturally assumes in zero gravity, with a savasana yoga position. The display hood, which covers the subject's head, is configured to produce light images and sounds. An image projection subsystem provides either external or internal image projection. The display hood includes a projection screen moveably attached to an opaque shroud. A motion base supports the relaxation chair and produces vibrational inputs over a range of about 0-30 Hz. The motion base also produces limited translation and rotational movements of the relaxation chair. These limited translational and rotational movements, when properly coordinated with visual stimuli, constitute motion cues which create sensations of pitch, yaw, and roll movements. Vibration transducers produce vibrational inputs from about 20 Hz to about 150 Hz. An external computer, coupled to various components of the immersive cyberspace system, executes a software program and creates the cyberspace environment. One or more neutral hand posture controllers may be coupled to the external computer system and used to control various aspects of the cyberspace environment, or to enter data during the cyberspace experience.

Park, Brian V.↗

Visualization for Insight and Data Analysis in Energy Research

This talk explores how advanced visualization technologies are transforming analytical reasoning and knowledge discovery in energy research, drawing on recent work at the National Laboratory of the Rockies' Computational Science Center. Through a series of scientific case studies, we demonstrate how immersive and high-resolution visualization environments enable scientists and engineers to identify previously unseen patterns and features - insights that often remain hidden in traditional desktop-based analysis. By embedding richer information into interactive analytics tools, these approaches support the exploration of complex, multivariate parameter spaces, where interaction itself catalyzes understanding. Beyond capability, we emphasize the critical role of visualization design grounded in perception and cognition, showing how visual encodings directly influence analytical outcomes. Spanning applications from materials science to integrated energy systems, these visualization approaches accelerate innovation and improve decision-making by enabling deeper, more reliable insight into increasingly complex energy data.

97 MATHEMATICS AND COMPUTING↗

Headphone and Head-Mounted Visual Displays for Virtual Environments

A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

Begault, Duran R.↗