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Approaches for Validation of Lighting Environments in Realtime Lunar South Pole Simulations

NASA’s Artemis campaign is making heavy use of simulation to help return humans to the lunar surface by the end of the decade. There are several aspects of the lunar surface and its environment which must be accurately modeled before these simulations can be relied upon to influence decisions being made under these programs. Digital Lunar Exploration Sites, a paper submitted to the 2022 IEEE Aerospace Conference, outlined the process used to generate the lunar surface in a digital environment. This paper will expand upon this topic and delve into the steps being taken by the NASA Exploration Systems Simulations (NExSyS) team at NASA’s Johnson Space Center (JSC) to properly verify and validate these simulations, with a focus on the visual aspects of the environment. Natural lighting validation relies in part on the wealth of data generated during the Apollo program. Many images taken by Apollo astronauts on the lunar surface have been replicated in the simulated environments to gain confidence in the accuracy of terrain and lighting models. However, because the environment the Artemis astronauts will experience at the Lunar South Pole (LSP) is dissimilar from the near-equatorial Apollo sites, other validation techniques must be applied. At the LSP, the sun crests only about 1.5 degrees above the horizon and when combined with the lack of a lunar atmosphere, lighting in this region is often very different than what a human would experience on Earth. Solar illumination, earthshine, human eye response, solar blooming, lunar regolith optical properties, and shadows cast by rocks and crater walls will play a significant role in an astronaut’s ability to safely conduct an Extra-Vehicular Activity (EVA) or perform a traverse with a lunar rover. Approaches for validation of these aspects of the rendered LSP environment are considered in this paper. In addition to natural lighting, approaches for the validation of artificial lighting models at the LSP are discussed. The JSC Lighting Lab has been studying the illumination profile of the Exploration Informatics Subsystem (xINFO) lighting on the Exploration EVA Mobility Unit (xEMU). How these lights interact with the solar illumination and the shadows being cast on the lunar surface is of particular interest, so the validity of models representing these lights in a human-in-the-loop virtual reality environment becomes very important. This paper also touches on some of the simulation performance considerations when a Human in the Loop (HITL) is present, which drives the need for realtime rendering of the environment. Natural and artificial lighting will play a crucial role to decisions being made when planning and executing missions at the Lunar South Pole (LSP) and it is vitally important to understand the LSP environment before we return.

Lunar↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Using virtual menus in a virtual environment

Virtual environment interfaces to computer programs in several diverse application areas are currently being developed. The users of virtual environments will require many different methods to interact with the environments and the objects in them. This paper reports on our use of virtual menus as a method of interacting with virtual environments. Several aspects of virtual environments make menu interactions different from interactions with conventional menus. We review the relevant aspects of conventional menus and virtual environments, in order to provide a frame of reference for the design of virtual menus. We discuss the features and interaction methodologies of two different versions of virtual menus which have been developed and used in our lab. We also examine the problems associated with our original version, and the enhancements incorporated into our current version.

Jacoby, Richard H.↗

Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four‐dimensional numerical model simulations is propelling the wider adoption of ultra‐resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well‐integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display‐to‐dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data‐intensive information. This information can be digital‐cinema animations, high‐resolution images, high‐definition video‐teleconferences, presentation slides, documents, spreadsheets or laptop screens. SAGE is cross‐platform, community‐driven, open‐source visualization and collaboration middleware that utilizes shared national and international cyberinfrastructure for the advancement of scientific research and education.

Jedlovec, Gary↗

3D Scanning Laboratory

The 3D Scanning Lab uses a number of technologies to capture 3D surface data. Those technologies are structured light scanning, discrete point measurement photogrammetry and Light Detecting and Ranging(LIDAR). Structured light is a non-contact optical technique used to capture as built surface geometries quickly and accurately. LIDAR is a laser scanning technique used to capture 3D surfaces. And photogrammetry uses a certified DSLR camera to measure discrete registered and non-registered points in 3D space. MSFC’s 3D Scanning Team uses 3D scanning to provide hardware inspections, reverse engineered CAD models, manufacturing/process development and digital assemblies. The inspection process compares the captured data to CAD, providing a color plot detailing the deviations of the scan data to the CAD model. Dimensional measurements and GD&T can also be interrogated. Inspection can provide scan-to-scan data comparisons which is ideal for assessing tested hardware, e.g. comparing data captured before and after hardware testing. Reverse engineering is used to develop CAD models from scan data. This is useful for heritage hardware studies, developing building or structural models and inputs for simulation studies and design efforts. The lab uses the 3D surface scan data to drive manufacturing/machining processes, termed match machining. This technique has been used to modify nozzles, injectors, additive manufactured parts, composite barrel sections, etc. Parts of an assembly can be scanned and assembled in a virtual environment providing an accurate 3D representation of the assembled hardware in its as-scanned state. This can provide detailed information of internal components that would otherwise not be accessible.

Advanced Manufacturing↗

Reduction of Effective Acceleration to Microgravity Levels

Acceleration due to earth's gravity causes buoyancy driven convection and sedimentation in solutions. In addition. pressure gradients occur as a function of the height within a liquid column. Hence gravity effects both equilbria conditions and phase transitions as a result of hydrostatic pressure gradients. The affect of gravity on the rate of heat and man transfer in solutal processes can be particularly important in polymer processing due to the high sensitivity of polymeric materials to processing conditions. The term microgravity has been coined to describe an environment in which the affects of gravitational acceleration am greatly reduced. It may seem odd to talk in term of reducing the effects of gravitational acceleration since gravitational attraction is a basic property of matter. However, die presence of gravity on in situ processing or measurements can be negated by achieving conditions in which the laboratory, or more specifically the container of the experimental materials, a subjected to the same acceleration as the materials themselves. With regard to the laboratory reference frame, there is virtually no force on the experimental solutions. This is difficult to achieve but can be done. A short review of Newtonian physics provides an explanation on both how processes we affected by gravity and how microgravity conditions are achieved. The fact that fluids deform when subject to a force bid solids do not indicates that solids have a structure able to exert an opposing force that negates an externally applied force. Liquids deform when a force is applied, indicating that a liquid structure cannot completely negate an applied force. Just how easily a liquid resists deformation is related to its viscosity. Spaceflight provides an environment in which the laboratory reference frame i.e. the spacecraft and all the equipment therein an experiencing virtually identical forces. There is no solid foundation underneath such a laboratory, so the laboratory accelerates according to the force of gravity as do the experimental fluids within the lab. Hence, the magnitude of the form excited by the laboratory on the experimental solutions within are greatly reduced. When compared with a laboratory on the ground and averaged over time, the fluids in a spaceflight laboratory experience approximately a 10 (sup -6)decrease in acceleration relative to their laboratory reference frame hence the term microgravity.

Downey, James P.↗

An Onboard ISS Virtual Reality Trainer

Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the station to perform these repairs. After the retirement of the shuttle, this is no longer an available option. As such, the need for the ISS crew members to review scenarios while on flight, either for tasks they already trained or for contingency operations has become a very critical subject. In many situations, the time between the last session of Neutral Buoyancy Laboratory (NBL) training and an Extravehicular Activity (EVA) task might be 6 to 8 months. In order to help with training for contingency repairs and to maintain EVA proficiency while on flight, the Johnson Space Center Virtual Reality Lab (VRLab) designed an onboard immersive ISS Virtual Reality Trainer (VRT), incorporating a unique optical system and making use of the already successful Dynamic Onboard Ubiquitous Graphical (DOUG) graphics software, to assist crew members with current procedures and contingency EVAs while on flight. The VRT provides an immersive environment similar to the one experienced at the VRLab crew training facility at NASA Johnson Space Center. EVA tasks are critical for a mission since as time passes the crew members may lose proficiency on previously trained tasks. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the ISS ages. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before.

Miralles, Evelyn↗

Virtualization - A Key Cost Saver in NASA Multi-Mission Ground System Architecture

With science team budgets being slashed, and a lack of adequate facilities for science payload teams to operate their instruments, there is a strong need for innovative new ground systems that are able to provide necessary levels of capability processing power, system availability and redundancy while maintaining a small footprint in terms of physical space, power utilization and cooling.The ground system architecture being presented is based off of heritage from several other projects currently in development or operations at Goddard, but was designed and built specifically to meet the needs of the Science and Planetary Operations Control Center (SPOCC) as a low-cost payload command, control, planning and analysis operations center. However, this SPOCC architecture was designed to be generic enough to be re-used partially or in whole by other labs and missions (since its inception that has already happened in several cases!)The SPOCC architecture leverages a highly available VMware-based virtualization cluster with shared SAS Direct-Attached Storage (DAS) to provide an extremely high-performing, low-power-utilization and small-footprint compute environment that provides Virtual Machine resources shared among the various tenant missions in the SPOCC. The storage is also expandable, allowing future missions to chain up to 7 additional 2U chassis of storage at an extremely competitive cost if they require additional archive or virtual machine storage space.The software architecture provides a fully-redundant GMSEC-based message bus architecture based on the ActiveMQ middleware to track all health and safety status within the SPOCC ground system. All virtual machines utilize the GMSEC system agents to report system host health over the GMSEC bus, and spacecraft payload health is monitored using the Hammers Integrated Test and Operations System (ITOS) Galaxy Telemetry and Command (TC) system, which performs near-real-time limit checking and data processing on the downlinked data stream and injects messages into the GMSEC bus that are monitored to automatically page the on-call operator or Systems Administrator (SA) when an off-nominal condition is detected. This architecture, like the LTSP thin clients, are shared across all tenant missions.Other required IT security controls are implemented at the ground system level, including physical access controls, logical system-level authentication authorization management, auditing and reporting, network management and a NIST 800-53 FISMA-Moderate IT Security plan Risk Assessment Contingency Plan, helping multiple missions share the cost of compliance with agency-mandated directives.The SPOCC architecture provides science payload control centers and backup mission operations centers with a cost-effective, standardized approach to virtualizing and monitoring resources that were traditionally multiple racks full of physical machines. The increased agility in deploying new virtual systems and thin client workstations can provide significant savings in personnel costs for maintaining the ground system. The cost savings in procurement, power, rack footprint and cooling as well as the shared multi-mission design greatly reduces upfront cost for missions moving into the facility. Overall, the authors hope that this architecture will become a model for how future NASA operations centers are constructed!

Ground System Architecture↗

The Human Dimension of Closing the Training Gap for Fifth-Generation Fighters

Based on a review of the recent technical literature there is little question that a serious training gap exists for fifth-generation fighters, primarily arising from the need to provide their own red-air. There are several methods for reducing this gap, including injecting virtual and constructive threats into the live cockpit. This live-virtual-constructive (LVC) training approach provides a cost effective means for addressing training needs but faces several challenges. Technical challenges include data links and information assurance. A more serious challenge may be the human factors dimension of representing virtual and constructive entities in the cockpit while ensuring safety-of-flight. This also needs to happen without increasing pilot workload. This paper discusses the methods Rockwell Collins and the University of Iowa's Operator Performance Lab use to assess pilot workload and training fidelity measures in an LVC training environment and the research we are conducting in safety-of-flight requirements of integrated LVC symbology.

Hoke, Jaclyn↗

Research and Development of The Immersive Simulations and Engineering Environment

March of 2018 marked the conclusion of the primary updates to the immersive Simulations and Engineering Environment (iSEE) at Kennedy Space Center (KSC). Many of the problems that had arisen during the previous semester have been addressed and rectified. These included the malfunction to one of the lab's primary routers, the inefficiency of the capture environment, and various interface issues in the analysis software, Jack. This semester was primarily research and development oriented with some focus on implementation of the new hardware and software that was received last semester. The new computers and cameras that arrived sometime during the winter were installed, and the lab received its second operation opportunity. The second operation was a major milestone for the lab, both in terms of what the abilities were and what can be learned from its use. The operation performed was a virtual simulation of a critical task that would occur, if it should be needed, in the Multi Payload Processing Facility. It was done to gather human factors data on its safety and process controls. The technicians were able to come to a number of conclusions about how to perform their task as a result of utilizing iSEE. Another key breakthrough this semester was the introduction to Jack Script, a scripting language built into our analysis software that further extend Jack capabilities. In addition to the aforementioned, many preparations were made for family day, an exposition for KSC families to come out and tour the spaceport. Due to family day being moved to the spring, the video made last fall had to be updated with recent environment changes in preparation for the Family Day demonstrations.

Motion Capture↗

NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

Delgado, Francisco J.↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Transversely Polarized Solid Target for Hall B at Jefferson Lab

The physics program for Hall B at Jefferson Lab includes multiple, high-impact experiments scattering electrons from transversely polarized protons. These experiments will measure, for example, the Transverse Momentum Distributions and the Generalized Parton Distribution for protons, using, respectively, semi-inclusive deep inelastic scattering and deeply virtual Compton scattering. In this talk I will discuss the technical challenges to implementing a polarized solid-state target in the Hall B experimental environment, examine potential solutions, and describe the current status of the target design.

Keith, Christopher↗

The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

Little, William↗

Compass Concurrent Engineering Lessons Learned in Remote and Hybrid Environments

The Compass Team at NASA’s Glenn Research Center (GRC) is a concurrent engineering team which specializes in conceptual spacecraft mission designs. Detailed descriptions of the team, its history, and its operating model can be found in [1] and [2]. During the COVID-19 pandemic, the team was required to move to remote (virtual) operation from their in-person model for approximately 22 months. As the restrictions began to lift and team members were able to return in-person to the Compass Lab, the team moved into a hybrid mode of operation, with some participants still tying in remotely some or all of the time. This paper discusses many of the lessons learned from these experiences, highlighting improvements, outstanding challenges and the tools and methodologies used to address both. Throughout this discussion the terms “in-person”, “hybrid”, “virtual” and “remote” will be used. For the purposes of this paper, “in-person” will be understood to mean when team members are interacting simultaneously, physically within the Compass Lab. “Remote” or “virtual” will refer to when interactions are happening between people who are not co-located using only technology to interface. “Hybrid” will refer to when two or more participants are physically located in the Compass Lab and one or more participant(s) is participating remotely. Media richness is described as “a medium’s ability to communicate effectively based of four factors. They are the capacity for immediate feedback, the number of cues and channels it utilizes, the degree of personalization it affords, and its ability to communicate using natural language” [3]. This theory will be referenced and discussed in multiple of the following sections due to its relevance when choosing how to operate in remote and hybrid modes, as well as in making tool selections. The key to selecting the best mode of communication lays in how complicated the discussion is and the level of ambiguity involved. Not all conversations or interactions require media rich mediums. For example, providing information about which there is little to no ambiguity can easily be done in less rich methods - such as email. A conversation including high levels of ambiguity and/or complex information is better suited to a richer medium, such as in-person or a video call with shared screens.

Concurrent Engineering↗

Electronic Visualization Laboratory's 50th Anniversary Retrospective: Look to the Future, Build on the Past

September 2023 marks the 50th anniversary of the Electronic Visualization Laboratory (EVL) at University of Illinois Chicago (UIC). EVL's introduction of the CAVE Automatic Virtual Environment in 1992, the first widely replicated, projection-based, walk-in, virtual-reality (VR) system in the world, put EVL at the forefront of collaborative, immersive data exploration and analytics. However, the journey did not begin then. Since its founding in 1973, EVL has been developing tools and techniques for real-time, interactive visualizations—pillars of VR. But EVL's culture is also relevant to its successes, as it has always been an interdisciplinary lab that fosters teamwork, where each person's expertise contributes to the development of the necessary tools, hardware, system software, applications, and human interface models to solve problems. Over the years, as multidisciplinary collaborations evolved and advanced scientific instruments and data resources were distributed globally, the need to access and share data and visualizations while working with colleagues, local and remote, synchronous and asynchronous, also became important fields of study. This paper is a retrospective of EVL's past 50 years that surveys the many networked, immersive, collaborative visualization and VR systems and applications it developed and deployed, as well as lessons learned and future plans.

Johnson, Andrew E.↗

More Than A SketchUp

This 2014 summer internship assignment at John F. Kennedy Space Center (K.S.C) was conducted with the National Aeronautics and Space Administration (NASA) Engineering and Technology (NE) group in support of the Control and Data Systems Division (NE-C) within the Test, Operations & Support Software Engineering Branch (NE-C2). The primary focus of this project was to assist Branch Chief Laurie B. Griffin, to support NASA's Small Payload Launch Integrated Testing Services (SPLITS) mission, by mastering the capabilities of 3-D modeling software called SketchUp. I used SketchUp to create a virtual environment for different laboratories of the NE-00 Division. My mission was to have these models uploaded into a K.S.C Partnerships Website and be used as a visual aid to viewers who browsed the site. The leads of this project were Kay L. Craig, Business and Industry Specialist (AD-A) and Steven E. Cain, (FA-C). I teamed with fellow intern Tait Sorenson of the Flight Structures and Thermal Protection Systems Branch (NE-M5) and met with many K.S.C lab managers willing to display their lab's structure and capabilities. The information collected during these lab tours was vital to the building of the K.S.C Partnerships Website. To accomplish this goal Sorenson and I later teamed with fellow Marketing intern Marlee Pereda-Ramos, of the Spaceport Planning Office In Center Planning And Development (AD-A) Along with Ramos, Tait and I toured an array of laboratories and got first hand exposure to their functions and capabilities.

Trimble Corporation↗

Optimal Configuration of Human Motion Tracking Systems: A Systems Engineering Approach

Human motion tracking systems represent a crucial technology in the area of modeling and simulation. These systems, which allow engineers to capture human motion for study or replication in virtual environments, have broad applications in several research disciplines including human engineering, robotics, and psychology. These systems are based on several sensing paradigms, including electro-magnetic, infrared, and visual recognition. Each of these paradigms requires specialized environments and hardware configurations to optimize performance of the human motion tracking system. Ideally, these systems are used in a laboratory or other facility that was designed to accommodate the particular sensing technology. For example, electromagnetic systems are highly vulnerable to interference from metallic objects, and should be used in a specialized lab free of metal components.

Henderson, Steve↗