SEARCH · Search NASA
Results for “creativity”
Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.
Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.
Creatively Closing the Data Management Loop at Los Alamos National Laboratory: Verifying the Waste Compliance and Tracking System (WCATS) - 22335
Explore the source record for details and available documents.
A Return to Innovative Engineering Design, Critical Thinking and Systems Engineering
I believe we are facing a critical time where innovative engineering design is of paramount importance to the success of our aerospace industry. However, the very qualities and attributes necessary for enhancing, educating, and mentoring a creative spirit are in decline in important areas. The importance of creativity and innovation in this country was emphasized by a special edition of the Harvard Business Review OnPoint entitled: "The Creative Company" which compiled a series of past and present articles on the subject of creativity and innovation and stressed its importance to our national economy. There is also a recognition of a lack of engineering, critical thinking and problem-solving skills in our education systems and a trend toward trying to enhance those skills by developing K-12 educational programs such as Project Lead the Way, "Science for All Americans", Benchmarks 2061 , etc. In addition, with respect to spacecraft development, we have a growing need for young to mid-level engineers with appropriate experience and skills in spacecraft design, development, analysis, testing, and systems engineering. As the Director of Engineering at NASA's Johnson Space Center, I realized that sustaining engineering support of an operational human spacecraft such as the Space Shuttle is decidedly different than engineering design and development skills necessary for designing a new spacecraft such as the Crew Exploration Vehicle of the Constellation Program. We learned a very important lesson post Columbia in that the Space Shuttle is truly an experimental and not an operational vehicle and the strict adherence to developed rules and processes and chains of command of an inherently bureaucratic organizational structure will not protect us from a host of known unknowns let alone unknown unknowns. There are no strict rules, processes, or procedures for understanding anomalous results of an experiment, anomalies with an experimental spacecraft like Shuttle, or in the conceptual design of a spacecraft. Engineering design is as much an art as it is a science. The critical thinking skills necessary to uncover lurking problems in an experimental design and creatively develop solutions are some of the same skills necessary to design a new spacecraft. Thus, I believe engineers unfamiliar with or removed from design and development need time to transition and develop the required skill set to be effective spacecraft designers. I believe the creative process necessary in design can be enhanced and even taught as early as grades K-12 and should continue to be nurtured and developed at the university level and beyond. I am going to present a strategy for developing learning teams to address complex multidisciplinary problems and to creatively develop solutions to those problems rapidly at minimal cost. I will frame a real problem, the development of on-orbit thermal protection system repair of the Space Shuttle, and step through the series of skills necessary to enhance the creative process. The case study I will illustrate is based on a real project, the R&D Reinforced Carbon-Carbon (RCC) Repair Team's development of on-orbit repair concepts for damaged Space Shuttle RCC nose cap and/or leading edges.
GCAM-Demeter-LU
This GCAM-Demeter-LU is made available under the Open Data Commons Attribution License:http://opendatacommons.org/licenses/by/1.0/. The dataset includes the projected global gridded land cover (excluding the Antarctic) for the period of 2015-2100 at 0.05-degree resolution and 5-year time step under fifteen SSP-RCP scenarios driven by five GCMs (i.e., gfdl, hadgem, ipsl, miroc, and noresm), using the Global Change Analysis Model (GCAM) and a geospatial downscaling model (Demeter). The data has been stored in self-describing NetCDF format. The dataset also includes the mean and standard deviation of the results driven by the five GCMs. More specifically, the data in each year includes grid-explicit fraction (in percent) of each of the 32 plant functional types that are widely used in current Earth system models. The NetCDF files are named as “GCAM_Demeter_LU_SSP_RCP_Model_Year.nc”, where “SSP” and “RCP” denote the SSP and RCP scenarios, including 'ssp1_rcp26', 'ssp1_rcp45', 'ssp1_rcp60', 'ssp2_rcp26', 'ssp2_rcp45', 'ssp2_rcp60', 'ssp3_rcp45', 'ssp3_rcp60', 'ssp4_rcp26', 'ssp4_rcp45', 'ssp4_rcp60', 'ssp5_rcp26', 'ssp5_rcp45', 'ssp5_rcp60', and 'ssp5_rcp85'. “Year” denotes the year of the land use data, and “GCM” denotes the source driving forcing data from five global climate models (gfdl, hadgem, ipsl, miroc, and noresm), or the mean (“modelmean”) and the standard deviation (“modelstd”) of the results from the five GCMs.See https://github.com/JGCRI/chen_et_al_2020a for details on how to reproduce this data. Rights and permissions Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver http://creativecommons.org/publicdomain/zero/1.0/ applies to the metadata files associated with this article
The Idyllic Workplace
How many of us have worked in organizations where the discipline was so rigid and unyielding that it would send even a Marine Corps Drill Instructor screaming into the night? How many of us have worked in organizations where sightings of senior management were sporadic and rare, and any other interactions were by appointment only? Or, how many of us have worked in organizations where your role, absent specific direction, was to be seldom seen and rarely heard? And how many of us have worked in organizations where seemingly light itself was not permitted to escape without the acquiescence and approval of the director? Sadly, there are organizations that embody some of these conditions, and the resultant adverse effects on employee productivity, creativity and morale are profound. But what if you could work in an organization in which there was little hierarchy, where rank and seniority played no part, where there were no closed meetings or doors, where everyone knows what was expected of them, and where creativity was not only tolerated but encouraged and celebrated? Was there ever such a place? There was, and it was known as NASA's Space Station Task Force. I was fortunate enough to work there for a time, and I would like to tell you how this organization with few apparent rules led to incredibly high levels of employee satisfaction and fulfillment, and yielded work products of enduring quality. On May 20, 1982, NASA Administrator James M. Beggs established the Space Station Task Force under the direction of John D. Hodge. The Task Force was charged with the responsibility for "the development of the programmatic aspects of a Space Station as they evolve, including mission analysis, requirements definition and program management," and was authorized to draw on Space Station activities at the NASA Program Offices and Field Centers. No additional conditions or directions were provided. Hodge knew that in order to accomplish the job he had been given, he was going to have to obtain the services of the "best and the brightest" and facilitate the unleashing of the full force of their creative capabilities. In order to avoid the stultifying effects of a typical hierarchical organization, he set up a loosely structured, horizontal organization with only one supervisor of record - himself. He populated this organization with detailees from Headquarters, the field Centers and the Jet Propulsion Lab, thereby assuring himself of the political and technical expertise with which to deal with Congress and the bureaucracy, and conduct the required engineering studies and analyses.
Correction to: The Importance of Viscous and Interfacial Forces in the Hydrodynamics of the Top-Submerged-Lance Furnace
The article The Importance of Viscous and Interfacial Forces in the Hydrodynamics of the Top-Submerged-Lance Furnace, written by Obiso et al. was originally published electronically on the publisher’s internet portal on July 3, 2019 without open access. With the author(s)’ decision to opt for Open Choice the copyright of the article changed on October 3, 2019 to © The Author(s) 2019 and the article is forthwith distributed under a Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made.
A Minimal Information Set To Enable Verifiable Theoretical Battery Research
Batteries are an enabling technology for addressing sustainability through the electrification of various forms of transportation (1) and grid storage. (2) Batteries are truly multi-scale, multi-physics devices, and accordingly various theoretical descriptions exist to understand their behavior (3-5) ranging from atomistic details to techno-economic trends. As we explore advanced battery chemistries (6,7) or previously inaccessible aspects of existing ones, (8-10) new theories are required to drive decisions. (11-13) The decisions are influenced by the limitations of the underlying theory. Advanced theories used to understand battery phenomena are complicated and require substantial effort to reproduce. However, such constraints should not limit the insights from these theories. We can strive to make the theoretical research verifiable such that any battery stakeholder can assess the veracity of new theories, sophisticated simulations or elaborate analyses. We distinguish verifiability, which amounts to “Can I trust the results, conclusions and insights and identify the context where they are relevant?”, from reproducibility, which ensures “Would I get the same results if I followed the same steps?” With this motivation, we propose a checklist to guide future reports of theoretical battery research in Table 1. We hereafter discuss our thoughts leading to this and how it helps to consistently document necessary details while allowing complete freedom for creativity of individual researchers. Given the differences between experimental and theoretical studies, the proposed checklist differs from its experimental counterparts. (14,15) This checklist covers all flavors of theoretical battery research, ranging from atomic/molecular calculations (16-19) to mesoscale (20,21) and continuum-scale interactions, (9,22) and techno-economic analysis. (23,24) Finally, as more and more experimental studies analyze raw data, (25) we feel this checklist would be broadly relevant.
Impact of Timing in the Design Process on Students’ Application of Design for Additive Manufacturing Heuristics
The goal of this work is to study the way student designers use design for additive manufacturing (DfAM) rules or heuristics. It can be challenging for novice designers to create successful designs for additive manufacturing (AM), due to its recent surge in popularity and lack of formal education or training. A study was carried out to investigate the way novices apply DfAM heuristics when they receive them at different points in the design process. A design problem was presented to students, and three different groups of student participants were given a lecture on DfAM heuristics at three different points in the design process: before the initial design, between the initial design and redesign, and after the redesign. The novelty and quality of each of the resulting designs were evaluated. Results indicate that although the DfAM heuristics lecture had no impact on the overall quality of the designs generated, participants who were given the heuristics lecture after the initial design session produced designs that were better-suited for 3D printing in the second phase of the design activity. However, receiving this additional information appears to prevent students from creatively iterating upon their initial designs, as participants who received heuristic information between the design sessions experienced a decrease in novelty between the two sessions. Additionally, receiving the heuristics lecture increased all students’ perceptions of their ability to perform DfAM-related tasks. Furthermore, these results validate the practicality of design heuristics in lecture form as AM training tools while also emphasizing the importance of iteration in the design process.
Cross-Domain Reasoning for Neuromorphic Model Design
Designing performant neuromorphic models requires reasoning across neuroscience, neuromorphic computing, and machine learning, making it a natural target for cross-domain hypothesis generation. Our primary contribution is a multi-corpus knowledge graph spanning all three domains, which we show substantially increases cross-domain retrieval novelty over single-corpus baselines. We additionally introduce NeuKReAct, an agentic reasoning framework that iteratively retrieves from this graph and synthesizes design hypotheses via a step-by-step blackboard architecture, enabling structured compartmentalization of design decisions. Lastly, we introduce an execution head that translates hypotheses into structured design documents and runnable code. We evaluate novelty using a combinatorial creativity metric that measures cross-domain retrieval distance across the citation graph. Our results confirm that corpus breadth is the dominant driver of novelty. Moreover, we highlight a concrete instance of the novelty-utility tradeoff within NeuKReAct, underscoring a need for joint creativity evaluation, balancing both novelty and utility.
Technical writing in America: A historical perspective
The standard distinction between poetic and referential language, the gulf between science and the humanities, and the distress many teachers of English feel when faced for the first time with the prospect of teaching technical writing are discussed. In the introduction of many technical writing textbooks. Technical communication is divorced from other forms of linguistic experience by making language limiting and reductive rather than creative and expansive. The emphasis on technical/scientific writing as radically different had blinded people to those traits it has in common with all species of composition and has led to a neglect of research, on fundamental rhetorical issues. A complete rhetorical theory of technical discourse should include information about the attitudes and motives of writers, the situations which motivate (or coerce) them to write, definitive features of technical style and form, interrelationship of expression and creativity, and functions of communication in shaping and preserving scientific networds and institutions. The previous areas should be explored with respect to contemporary practice and within an historical perspective.
Language and Program for Documenting Software Design
Software Design and Documentation Language (SDDL) provides effective communication medium to support design and documentation of complex software applications. SDDL supports communication among all members of software design team and provides for production of informative documentation on design effort. Use of SDDL-generated document to analyze design makes it possible to eliminate many errors not detected until coding and testing attempted. SDDL processor program translates designer's creative thinking into effective document for communication. Processor performs as many automatic functions as possible, freeing designer's energy for creative effort. SDDL processor program written in PASCAL.
Training managers for high productivity: Guidelines and a case history
Hughes Aircrafts 13-year productivity study clearly identifies management as the key link in the entire productivity chain. This fact led to the establishment of a long-term series of seminars on personal, managerial, organizational, and operational productivity for all levels and sectors of line and staff management. To inspire the work force to higher levels of productivity and creativity management, itself, must first be inspired. In turn they have to clearly understand the productive and creative processes, fashion an effective productivity improvement plan with sound strategy and implementation, create an optimal environmental chemistry, and provide the outstanding leadership necessary to propel their organizations to achieve full potential. The primary goals of the seminars are to (1) ignite that spark of inspiration, enabling productive action to follow, (2) provide participants a credible roadmap and effective tools for implementation, and (3) develop a dedicated commitment to leadership and productivity throughout the management team.
The F-92 RELIANT: Air transport system design simulation
The design proposal of a semester long design project by group 'F' for AE 441 is addressed. In formulating this design, the driving philosophy was not just to fulfill the mission requirements (discussed in chapter two), but to do so in a creative manner - this explains the unconventional aircraft design, named the F-92 RELIANT. Although unconventional, and perhaps more expensive to produce, the design has distinct advantages which could only be attained through such a creative design. Major components of the F-92 Reliant include: (1) unobstructed cargo bay, 1024 cu. in. capability; (2) loading ramp; (3) dual wing configuration; and (4) polyhedral wing configuration. These design components either originated or evolved to create an aircraft that would most effectively meet the goals of cargo transportation in AeroWorld at minimum cost.
Sculpting in cyberspace: Parallel processing the development of new software
Stimulating creativity in problem solving, particularly where software development is involved, is applicable to many disciplines. Metaphorical thinking keeps the problem in focus but in a different light, jarring people out of their mental ruts and sparking fresh insights. It forces the mind to stretch to find patterns between dissimilar concepts, in the hope of discovering unusual ideas in odd associations (Technology Review January 1993, p. 37). With a background in Engineering and Visual Design from MIT, I have for the past 30 years pursued a career as a sculptor of interdisciplinary monumental artworks that bridge the fields of science, engineering and art. Since 1979, I have pioneered the application of computer simulation to solve the complex problems associated with these projects. A recent project for the roof of the Carnegie Science Center in Pittsburgh made particular use of the metaphoric creativity technique described above. The problem-solving process led to the creation of hybrid software combining scientific, architectural and engineering visualization techniques. David Steich, a Doctoral Candidate in Electrical Engineering at Penn State, was commissioned to develop special software that enabled me to create innovative free-form sculpture. This paper explores the process of inventing the software through a detailed analysis of the interaction between an artist and a computer programmer.
Sounds like Team Spirit
I recently accompanied my son Dan to one of his guitar lessons. As I sat in a separate room, I focused on the music he was playing and the beautiful, robust sound that comes from a well-played guitar. Later that night, I woke up around 3 am. I tend to have my best thoughts at this hour. The trouble is I usually roll over and fall back asleep. This time I was still awake an hour later, so I got up and jotted some notes down in my study. I was thinking about the pure, honest sound of a well-played instrument. From there my mind wandered into the realm of high-performance teams and successful projects. (I know this sounds weird, but this is the sort of thing I think about at 3 am. Maybe you have your own weird thoughts around that time.) Consider a team in relation to music. It seems to me that a crack team can achieve a beautiful, perfect unity in the same way that a band of brilliant musicians can when they're in harmony with one another. With more than a little satisfaction I have to admit, I started to think about the great work performed for you by the Knowledge Sharing team, including this magazine you are reading. Over the past two years I personally have received some of my greatest pleasures as the APPL Director from the Knowledge Sharing activities - the Masters Forums, NASA Center visits, ASK Magazine. The Knowledge Sharing team expresses such passion for their work, just like great musicians convey their passion in the music they play. In the case of Knowledge Sharing, there are many factors that have made this so enjoyable (and hopefully worthwhile for NASA). Three ingredients come to mind -- ingredients that have produced a signature sound. First, through the crazy, passionate playing of Alex Laufer, Michelle Collins, Denise Lee, and Todd Post, I always know that something startling and original is going to come out of their activities. This team has consistently done things that are unique and innovative. For me, best of all is that they are always trying to improve on what they've done before. Second, success in any endeavor stems from people who know how to interpret a composition to sound beautiful when played in a different style. For Knowledge Sharing to work, it must be adapted, reinterpreted, shaped and played with at the centers. In this regard, we've been blessed with another crazy, passionate, inspired artist named Claire Smith. Claire has turned Ames Research Center in California into APPL-west. She is so good and committed to what she does that I just refer people to her whenever they have questions about implementing project management development at the field level. Finally, any great effort requires talented people working behind the scenes, the people who formulate a business approach and know how to manage the money so that the music gets heard. I have known many brilliant and creative people with a ton of ideas that never take off due to an inability to work the business. Again, the Knowledge Sharing team has been fortunate to have competent and passionate people, specifically Tony Maturo and his procurement team at Goddard Space Flight Center, to make sure the process is in place to support the effort. This kind of support is every bit as crucial as the activity itself, and the efforts and creativity that go into successful procurement and contracting is a vital ingredient of this successful team.
Constructing an Educational Mars Simulation
Working in the Educational Programs Office, my task this summer is to model a 3D habitat that will be part of a future Mars base. With the President's charge to further explore mars by way of robotic-led and human-led missions, there has been a surge in the activity regarding the "red planet". Since all present designs are merely conjecture, I have some creative freedom in deciding what the habitat will look like. To get ideas for what a Mars habitat might be like, I looked at several references including websites and NASA documents. One of these was a NASA Technical Memorandum about Space Transportation Systems that I looked at to get insight on spaceship design. Information about the planet's environment, such as the gravity and the weather, is useful as well when designing the structure. The main software that I am using is Lightwave 3D and Modeler 7.5 that comes along with it. Lightwave is very complex in that it lets you model, surface, and animate so there was a lot to learn. To learn the software I watched a series of instructional videos, looked at online tutorials, and referenced several books. Modeling is like shaping clay with a computer. Every item modeled is made of smaller shapes called polygons. For example, each side of a box would be a different polygon. Modelers must be careful to design with users' systems in mind. Having a model made with too many polygons can slow down a walk-through, but it usually improves the small details on a model. Getting speed and quality proved tricky. An important thing for me to remember when modeling the habitat was to save space. Also, I must consider that technology in the future will be much different than now, so I must be especially creative. My project will be used in an educational walkthough simulation in which users can interact with the environment. I worked closely with intern Stephen Henke who built a Mars Rover, terrain and programmed code for the simulation. This summer's project will help me with future aspirations in computer graphics. Modeling is a valuable skill that I appreciate having the chance to learn and practice.
ASK Magazine; No. 21
THIS ISSUE FEATURES A VISUAL DEPICTION OF THE ACADEMY of Program and Project Leadership (APPL). I imagine a variety of initial reactions to the drawing. One might be, "What is a cartoon doing in a magazine about project management?" Or perhaps, "Wow, nice colors-and fun." Another may be to closely search the image for signs, symbols and meaning. Still another, to read a new level of innovation and creativity into the picture. Undoubtedly, some readers will raise questions about the cost. Of course, any reaction is a sign of engagement. The stronger, the more energized the emotional and cognitive processing, the better. It is a sign of attention and interaction. For I've heard it said, "You only need to worry if they don t care one way or the other." So what is the point of the picture? To stimulate interest, raise questions, promote discussion, and maybe raise a smile.. .That, at least, was my initial reaction when I was introduced to the work of Nancy Hegedus, who helps to create these drawings for Root Learning Inc. At the NASA PM Conference, I was first shown the work Nancy had been doing with the help of Goddard s Knowledge Management Architect, Dr. Ed Rogers. I was immediately drawn into the power of visualization as a tool for more effective learning, communicating, and conveying complex knowledge concepts. We need new tools in today s world, where information and data overwhelms by sheer volume. There are articles, pamphlets, communications, and white papers-all aiming to convince and influence. Reactions to these tend to be either avoidance or mind-numbing, heavy-eyed consent; the message never registers or enters the soul. That s one of the reasons that APPL s Knowledge Sharing Initiative (KSI) has turned to storytelling as a memorable way of transfer- ring knowledge, inspiring imitation of best practices, and spurring reflection. ASK Magazine s recent fourth birthday marks an important milestone in APPL s continuing quest to provide ongoing support to project managers and to promote mission success. And similar to storytelling, the power of visualization is receiving increasing attention in recent years as a way to stimulate engagement. Pictures and visual graphs are viewed as one of the most effective ways for displaying, describing, and generating discussion about quantitative and technically complex information. Prototypes, models, and simulations are considered essential for stimulating innovation through open and engaging discussions. There has also been extensive writing on the use of visual graphics, pictures, and cartoons to facilitate memory, creativity, openness, attention-and even well-being. For many of these reasons, I am excited to have a colorful visual depiction of the APPL world included in ASK. Without the addition of text or slides, the intent is to invite people into the world of the APPL mission-as well as its products, services, customers, and partners- in a fun and engaging manner. As project leaders strive to find ways to encourage engagement, learning, and transmission of knowledge, traditional technologies are proving to be as valuable as modern technologies. (But for those who want more information in the form of texts and slide presentations, we certainly have an abundance of those as well.)
The Governor's Challenge: "Building a Stronger Virginia Today": Transportation Visions and Solutions
Using STM(Science, Technology, Engineering, Math) education, this emerging workforce will have the chance to creatively solve one of Virginia's biggest challenges: TRANSPORTATION. - Students will be asked to develop alternative transportation systems for the state. This competition will enable teams to work with business mentors to design creative solutions for regional gridlocks and develop other transportation systems to more easily and expediently reach all parts of the Commonwealth.