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At least 55 records · Page 3

Method and System for Physiologically Modulating Videogames and Simulations which Use Gesture and Body Image Sensing Control Input Devices

Method for physiologically modulating videogames and simulations includes utilizing input from a motion-sensing video game system and input from a physiological signal acquisition device. The inputs from the physiological signal sensors are utilized to change the response of a user's avatar to inputs from the motion-sensing sensors. The motion-sensing system comprises a 3D sensor system having full-body 3D motion capture of a user's body. This arrangement encourages health-enhancing physiological self-regulation skills or therapeutic amplification of healthful physiological characteristics. The system provides increased motivation for users to utilize biofeedback as may be desired for treatment of various conditions.

Pope, Alan T.↗

A 3D Active Learning Application for NeMO-Net, the NASA Neural Multi-Modal Observation and Training Network for Global Coral Reef Assessment

NeMO-Net, the NASA neural multi-modal observation and training network for global coral reef assessment, is an open-source deep convolutional neural network and interactive active learning training software aiming to accurately assess the present and past dynamics of coral reef ecosystems through determination of percent living cover and morphology as well as mapping of spatial distribution. We present an interactive video game prototype for tablet and mobile devices where users interactively label morphology classifications over mm-scale 3D coral reef imagery captured using fluid lensing to create a dataset that will be used to train NeMO-Nets convolutional neural network. The application currently allows for users to classify preselected regions of coral in the Pacific and will be expanded to include additional regions captured using our NASA FluidCam instrument, presently the highest-resolution remote sensing benthic imaging technology capable of removing ocean wave distortion, as well as lower-resolution airborne remote sensing data from the ongoing NASA CORAL campaign. Active learning applications present a novel methodology for efficiently training large-scale Neural Networks wherein variances in identification can be rapidly mitigated against control data. NeMO-Net periodically checks users input against pre-classified coral imagery to gauge their accuracy and utilize in-game mechanics to provide classification training. Users actively communicate with a server and are requested to classify areas of coral for which other users had conflicting classifications and contribute their input to a larger database for ranking. In partnering with Mission Blue and IUCN, NeMO-Net leverages an international consortium of subject matter experts to classify areas of confusion identified by NeMO-Net and generate additional labels crucial for identifying decision boundary locations in coral reef assessment.

NeMO=NET↗

Digital Human Modeling

The development of models to represent human characteristics and behaviors in human factors is broad and general. The term "model" can refer to any metaphor to represent any aspect of the human; it is generally used in research to mean a mathematical tool for the simulation (often in software, which makes the simulation digital) of some aspect of human performance and for the prediction of future outcomes. This section is restricted to the application of human models in physical design, e.g., in human factors engineering. This design effort is typically human interface design, and the digital models used are anthropometric. That is, they are visual models that are the physical shape of humans and that have the capabilities and constraints of humans of a selected population. They are distinct from the avatars used in the entertainment industry (movies, video games, and the like) in precisely that regard: as models, they are created through the application of data on humans, and they are used to predict human response; body stresses workspaces. DHM enable iterative evaluation of a large number of concepts and support rapid analysis, as compared with use of physical mockups. They can be used to evaluate feasibility of escape of a suited astronaut from a damaged vehicle, before launch or after an abort (England, et al., 2012). Throughout most of human spaceflight, little attention has been paid to worksite design for ground workers. As a result of repeated damage to the Space Shuttle which adversely affected flight safety, DHM analyses of ground assembly and maintenance have been developed over the last five years for the design of new flight systems (Stambolian, 2012, Dischinger and Dunn Jackson, 2014). The intent of these analyses is to assure the design supports the work of the ground crew personnel and thereby protect the launch vehicle. They help the analyst address basic human factors engineering questions: can a worker reach the task site from the work platform provided; can she or he see the task site; can she or he control tools, which, if dropped, might damage the system? Figure 7.3.1 provides an example of such analysis for a future NASA launch vehicle. [figure 7.3.1 here] In-space systems for operation by astronauts have long been targets for DHM analysis, given the focus on mission success and concerns for astronaut safety. Figure 7.3.2 illustrates the analysis of the design to support astronaut tasks for an International Space Station glovebox. [Figure 7.3.2 here] Use by

Dischinger, H. Charles, Jr.↗

Maps of Tethys' Thermophysical Properties

On 11th April 2015 Cassini's Composite Infrared Spectrometer (CIRS) made a series of observations of Tethys’ daytime anti-Saturn hemisphere over a nine-hour time period. During this time the sub-spacecraft position was remarkably stable (0.3° S to 3.9° S; 153.2° W to 221.8° W), and so these observations provide unprecedented coverage of diurnal temperature variations on Tethys’ anti-Saturn hemisphere. In 2012 a thermal anomaly was discovered at low latitudes on Tethys’ leading hemisphere; it appears cooler during the day and warmer at night than its surroundings (Howett et al., 2012) and is spatially correlated with a decrease in the IR3/UV3 visible color ratio (Schenk et al., 2011). The cause of this anomaly is believed to be surface alteration by high-energy electrons, which preferentially bombard low-latitudes of Tethys’ leading hemisphere (Schenk et al., 2011; Howett et al., 2012; Paranicas et al. 2014; Schaible et al., 2017). The thermal anomaly was quickly dubbed “Pac-Man” due to its resemblance to the 1980s video game icon. We use these daytime 2015 CIRS data, along with two sets of nighttime CIRS observations of Tethys (from 27 June 2007 and 17 August 2015) to make maps of bolometric Bond albedo and thermal inertia variations across the anti-Saturn hemisphere of Tethys (including the edge of its Pac-Man region). These maps confirm the presence of the Pac-Man thermal anomaly and show that while Tethys’ bolometric Bond albedo varies negligibly outside and inside the anomaly (0.69 plus or minus 0.02 inside, compared to 0.71 plus or minus 0.04 outside) the thermal inertia varies dramatically (29 plus or minus 10 J m−2 K−1 s−1/2 inside, compared to 9 plus or minus 4 J m−2 K−1 s−1/2 outside). These thermal inertias are in keeping with previously published values: 25 plus or minus 3 J m−2 K−1 s−1/2 inside, and 5 ± 1 J m−2 K−1 s−1/2 outside the anomaly (Howett et al., 2012). A detailed analysis shows that on smaller spatial-scales the bolometric Bond albedo does vary: increasing to a peak value at 180° W. For longitudes between approximately 100° W and approximately 160° W the thermal inertia increases from northern to southern latitudes, while the reverse is true for bolometric Bond albedo. The thermal inertia on Tethys generally increases towards the center of its leading hemisphere but also displays other notable small-scale variations. These thermal inertia and bolometric Bond albedo variations are perhaps due to differences in competing surface modification by E ring grains and high-energy electrons which both bombard Tethys’ leading hemisphere (but in different ways). A comparison between the observed temperatures and our best thermal model fits shows notable discrepancies in the morning warming curve, which may provide evidence of regional variations in surface roughness effects, perhaps again due to variations in surface alteration mechanisms.

Howett, C. J. A.↗

Advanced Inspection System: Integrating Robotic Configurations & Controls

The Advanced Inspection System (AIS) promotes the ability to perform field inspections and repairs remotely by operator command. The robotic system is required to be a fully autonomous operation, managed by computer execution of scripts with limited user control. AIS is a complex yet intriguing challenge in which various goals must be reached to achieve complete autonomy. The first steps to building such a system require human computer interactions and computer simulations for testing and verification. Such applications include the use of a wireless video game controller via Bluetooth Technology and the use of Leap Motion, a gesture based motion controller which can be used to manipulate robotic arm movements. Utilizing the Robotic Operating System (ROS) environment, these applications, in accordance to developing a 3D simulation of the system, will provide a foundational test bed for AIS development.

Wlodarczyk, Stephan J.↗

NASA Next-Generation Sensing Technologies for Earth & Planetary Science

Dr. Ved Chirayath's seminar will highlight new sensing technologies and airborne platforms he is developing for Earth & Space Science as director of the NASA Silicon Valley Laboratory for Advanced Sensing. His talk will feature recent work on Fluid Lensing, the first remote sensing technology capable of imaging through ocean waves in 3D at sub-cm resolutions, MiDAR, a next-generation active hyperspectral remote sensing and optical communications instrument, airborne gas sensing of multipollutant combustion sources, and a plasma actuated unmanned aerial vehicle (UAV) that utilized high-voltage dielectric discharge devices to achieve the first plasma controlled flight in history.Fluid Lensing and the NASA FluidCam instrument have been used extensively to provide distortion-free 3D multispectral imagery from UAVs of shallow marine systems around the world. MiDAR is being deployed on aircraft and underwater remotely operated vehicles (ROVs) as a new method to remotely sense living and nonliving structures in extreme environments as an analog for future Ocean Worlds robotic exploration missions. Finally, Chirayath will present preliminary results from NeMO-Net, a supercomputer-based neural network that uses a citizen science video game for global multimodal coral reef benthic habitat mapping, fusing remote sensing data from Fluid Lensing, MiDAR, NASA's Earth Observing System, and commercial satellites, to better understand the present and past dynamics of shallow marine systems. Together, these maturing technologies present promising new ways in which to explore terrestrial, marine, and aerial systems on Earth, and, ultimately, aid in the search for extraterrestrial life within our solar system and beyond.

Chirayath, Ved↗

Expanding NeMO-Net Machine Learning Capabilities for Citizen Science

NASA NeMO-Net, the neural multi-modal observation and training network for global coral reef assessment, is an open-source deep convolutional neural network and interactive active learning training software aiming to accurately assess the present and past dynamics of coral reef ecosystems through determination of percent living cover and morphology as well as mapping of spatial distribution. We present an interactive citizen science video game, released this April, for desktop and iOS devices where users interactively label morphology classifications over mm-scale 3D coral reef imagery captured using diver photomosaic imagery, the UAV enabled NASA FluidCam instrument, and satellite datasets. To date, the application has had over 40,000 downloads and over 60,000 unique coral reef classifications, each filtered through a user-based rating and expert evaluation system. We also present results from NeMO-Net’s convolutional neural network (CNN) models used to semantically segment 2D satellite imagery as well as projections of 3D coral reconstructions using user input data as training datasets. Fusing datasets using machine learning from multiple remote sensing platforms presents novel methodologies for assessing the health of coral ecosystems, which are critically endangered by a changing climate. In partnering with Mission Blue, the National Oceanic and Atmospheric Administration (NOAA), and the Living Oceans Foundation (LOF), NeMO-Net leverages an international consortium of subject matter experts to provide both proper training for citizen scientists and the generation of a labeled datasets to ingest into machine learning algorithms for global coral reef identification.

NeMO-Net↗

Expanding NeMO-Net Machine Learning Capabilities for Citizen Science

NASA NeMO-Net, the neural multi-modal observation and training network for global coral reef assessment, is an open-source deep convolutional neural network and interactive active learning training software aiming to accurately assess the present and past dynamics of coral reef ecosystems through determination of percent living cover and morphology as well as mapping of spatial distribution. We present an interactive citizen science video game, released this April, for desktop and iOS devices where users interactively label morphology classifications over mm-scale 3D coral reef imagery captured using diver photomosaic imagery, the UAV enabled NASA FluidCam instrument, and satellite datasets. To date, the application has had over 40,000 downloads and over60,000 unique coral reef classifications, each filtered through a user-based rating and expert evaluation system. We also present results from NeMO-Net’s convolutional neural network (CNN) models used to semantically segment 2D satellite imagery as well as projections of 3D coral reconstructions using user input data as training datasets. Fusing datasets using machine learning from multiple remote sensing platforms presents novel methodologies for assessing the health of coral ecosystems, which are critically endangered by a changing climate. In partnering with Mission Blue, the National Oceanic and Atmospheric Administration (NOAA), and the Living Oceans Foundation (LOF), NeMO-Net leverages an international consortium of subject matter experts to provide both proper training for citizen scientists and the generation of a labeled datasets to ingest into machine learning algorithms for global coral reef identification.

NeMO-Net↗

Unreal Engine Testbed for Computer Vision of Tall Lunar Tower Assembly

The Tall Lunar Tower project at the NASA Langley Research Center is focused on the design, modeling, fabrication, and testing of a supervised autonomously assembly engineering development unit for tall lunar towers. The lunar south pole environment poses many challenges for robotic assembly of the tall tower, particularly to computer vision camera systems due to a high-contrast lighting environment. This paper will present an Unreal Engine 5 video game engine Lunar South Pole Lighting Testbed to simulate realistic lunar lighting conditions for synthetic image generation. The fidelity of the simulation environment is investigated by comparing the accuracy of computer vision models trained using synthetic image data and trained from real image data collected in a lunar analog environment.

Unreal Engine↗

Unreal Engine Testbed for Computer Vision of Tall Lunar Tower Assembly

The Tall Lunar Tower project at the NASA Langley Research Center is focused on the design, modeling, fabrication, and testing of a supervised autonomously assembled engineering development unit for tall lunar towers. The lunar south pole environment poses many challenges for robotic assembly of the tall tower, particularly to computer vision camera systems due to a high-contrast lighting environment. This paper will present an Unreal Engine 5 video game engine Lunar South Pole Lighting Testbed to simulate realistic lunar lighting conditions for synthetic image generation. The fidelity of the simulation environment is investigated by comparing the accuracy of computer vision models trained using synthetic image data and trained from real image data collected in a lunar analog environment.

Unreal Engine↗

Unreal Engine Testbed for Computer Vision of Tall Lunar Tower Assembly

The Tall Lunar Tower project at the NASA Langley Research Center is focused on the design, modeling, fabrication, and testing of a supervised autonomously assembly engineering development unit for tall lunar towers. The lunar south pole environment poses many challenges for robotic assembly of the tall tower, particularly to computer vision camera systems due to a high-contrast lighting environment. This paper will present an Unreal Engine 5 video game engine Lunar South Pole Lighting Testbed to simulate realistic lunar lighting conditions for synthetic image generation. The fidelity of the simulation environment is investigated by comparing the accuracy of computer vision models trained using synthetic image data and trained from real image data collected in a lunar analog environment.

Unreal Engine↗

Exploring Earth and the Solar System: Educational Outreach Through NASA's Space Place, SciJinks, and Climate Kids Websites

NASA's Space Place team publishes engaging content and creates an effective environment to inspire a young audience to dare mighty things. NASA uses the Space Place, Climate Kids, and SciJinks websites to cultivate interest among elementary-school-aged children in both science and technology. During my summer internship at Jet Propulsion Laboratory I used Adobe Flash and ActionScript 3 to develop content for the Space Place, Climate Kids, and SciJinks sites. In addition, I was involved in the development process for ongoing and new projects during my internship. My involvement allowed me to follow a project from concept to design, implementation, and release. I personally worked on three projects this summer, two of which are currently in deployment. The first is a scrambled letter-tile guessing game titled Solar System Scramble. The second, Butterfrog Mix-Up, is a rotating-tile puzzle game. The third project is a unfinished prototype for a maze game.

video games↗

Game-like tasks for comparative research: leveling the playing field

Game-like computer tasks offer many benefits for psychological research. In this paper, the usefulness of such tasks to bridge population differences (e.g., age, intelligence, species) is discussed and illustrated. A task called ALVIN was used to assess humans' and monkeys' working memory for sequences of colors with or without tones. Humans repeated longer lists than did the monkeys, and only humans benefited when the visual stimuli were accompanied by auditory cues. However, the monkeys did recall sequences at levels comparable to those reported elsewhere for children. Comparison of similarities and differences between the species is possible because the two groups were tested with exactly the same game-like paradigm.

NASA Discipline Number 06-10↗

PTS performance by flight- and control-group macaques

A total of 25 young monkeys (Macaca mulatta) were trained with the Psychomotor Test System, a package of software tasks and computer hardware developed for spaceflight research with nonhuman primates. Two flight monkeys and two control monkeys were selected from this pool and performed a psychomotor task before and after the Bion 11 flight or a ground-control period. Monkeys from both groups showed significant disruption in performance after the 14-day flight or simulation (plus one anesthetized day of biopsies and other tests), and this disruption appeared to be magnified for the flight animal.

Flight Experiment↗

Video-task acquisition in rhesus monkeys (Macaca mulatta) and chimpanzees (Pan troglodytes): a comparative analysis

This study describes video-task acquisition in two nonhuman primate species. The subjects were seven rhesus monkeys (Macaca mulatta) and seven chimpanzees (Pan troglodytes). All subjects were trained to manipulate a joystick which controlled a cursor displayed on a computer monitor. Two criterion levels were used: one based on conceptual knowledge of the task and one based on motor performance. Chimpanzees and rhesus monkeys attained criterion in a comparable number of trials using a conceptually based criterion. However, using a criterion based on motor performance, chimpanzees reached criterion significantly faster than rhesus monkeys. Analysis of error patterns and latency indicated that the rhesus monkeys had a larger asymmetry in response bias and were significantly slower in responding than the chimpanzees. The results are discussed in terms of the relation between object manipulation skills and video-task acquisition.

NASA Discipline Space Human Factors↗

Software Accelerates Computing Time for Complex Math

Ames Research Center awarded Newark, Delaware-based EM Photonics Inc. SBIR funding to utilize graphic processing unit (GPU) technology- traditionally used for computer video games-to develop high-computing software called CULA. The software gives users the ability to run complex algorithms on personal computers with greater speed. As a result of the NASA collaboration, the number of employees at the company has increased 10 percent.

Source record↗

Visible Light Communications: A Survey on Recent High-Capacity Demonstrations and Digital Modulation Techniques

In order to deal with the increasing number of mobile devices and with their demand for Internet services, particularly social media platforms, streaming video, and online gaming, Radio-Frequency (RF) wireless networks have been pushed to their capacity limits. In addition to this, 80% of the total data traffic is carried out by users inside buildings. Therefore, new technologies have started to be considered for indoor wireless communications. Visible Light Communications (VLC) can provide both illumination and communications, appearing as an alternative or complement to RF wireless networks. VLC offers high bandwidth and immunity to interference from electromagnetic sources. This manuscript reviews recent high-capacity VLC demonstrations. The main focus of this work is to present digital-signal-processing techniques used in VLC systems. Different modulation formats are analyzed, which can be divided into two large groups, namely single-carrier and multi-carrier modulation schemes. Finally, some recently proposed capacity-achieving strategies are presented. We discuss how to implement these techniques and how they will be useful for the continued development of VLC systems.

Loureiro, Pedro A. (ORCID:0000000283546185)↗

Space Operations Learning Center

The Space Operations Learning Center (SOLC) is a tool that provides an online learning environment where students can learn science, technology, engineering, and mathematics (STEM) through a series of training modules. SOLC is also an effective media for NASA to showcase its contributions to the general public. SOLC is a Web-based environment with a learning platform for students to understand STEM through interactive modules in various engineering topics. SOLC is unique in its approach to develop learning materials to teach schoolaged students the basic concepts of space operations. SOLC utilizes the latest Web and software technologies to present this educational content in a fun and engaging way for all grade levels. SOLC uses animations, streaming video, cartoon characters, audio narration, interactive games and more to deliver educational concepts. The Web portal organizes all of these training modules in an easily accessible way for visitors worldwide. SOLC provides multiple training modules on various topics. At the time of this reporting, seven modules have been developed: Space Communication, Flight Dynamics, Information Processing, Mission Operations, Kids Zone 1, Kids Zone 2, and Save The Forest. For the first four modules, each contains three components: Flight Training, Flight License, and Fly It! Kids Zone 1 and 2 include a number of educational videos and games designed specifically for grades K-6. Save The Forest is a space operations mission with four simulations and activities to complete, optimized for new touch screen technology. The Kids Zone 1 module has recently been ported to Facebook to attract wider audience.

Lui, Ben↗