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At least 541 records · Page 30

Domain modeling and grid generation for multi-block structured grids with application to aerodynamic and hydrodynamic configurations

About five years ago, a joint development was started of a flow simulation system for engine-airframe integration studies on propeller as well as jet aircraft. The initial system was based on the Euler equations and made operational for industrial aerodynamic design work. The system consists of three major components: a domain modeller, for the graphical interactive subdivision of flow domains into an unstructured collection of blocks; a grid generator, for the graphical interactive computation of structured grids in blocks; and a flow solver, for the computation of flows on multi-block grids. The industrial partners of the collaboration and NLR have demonstrated that the domain modeller, grid generator and flow solver can be applied to simulate Euler flows around complete aircraft, including propulsion system simulation. Extension to Navier-Stokes flows is in progress. Delft Hydraulics has shown that both the domain modeller and grid generator can also be applied successfully for hydrodynamic configurations. An overview is given about the main aspects of both domain modelling and grid generation.

Spekreijse, S. P.↗

SAVS: A Space Analysis and Visualization System

We propose to develop, test, demonstrate, and deliver to NASA a powerful and versatile data acquisition, manipulation, analysis and visualization system which will enhance scientific capabilities in the display and interpretation of diverse and distributed data within an integrated user-friendly environment. Our approach exploits existing technologies and combines three major elements into an easy-to-use interactive package: (1) innovative visualization software; (2) advanced database techniques; and (3) a rich set of mathematical and image processing tools. Visualization capabilities will include one-, two-, and three-dimensional displays, along with animation, compression, warping and slicing functions. Analysis tools will include generic mathematical and statistical techniques along with the ability to use large scale models for interactive interpretation of large volume data sets. Our system will be implemented on Sun and DEC UNIX workstations and on the Stardent Graphics Super computer. Our final deliverable will include complete documentation and a NASA/NSF-CDAW/SUNDIAL campaign demonstration.

Szuszczewicz, Edward P.↗

Information technologies for astrophysics circa 2001

It is easy to extrapolate current trends to see where technologies relating to information systems in astrophysics and other disciplines will be by the end of the decade. These technologies include miniaturization, multiprocessing, software technology, networking, databases, graphics, pattern computation, and interdisciplinary studies. It is less easy to see what limits our current paradigms place on our thinking about technologies that will allow us to understand the laws governing very large systems about which we have large data sets. Three limiting paradigms are as follows: saving all the bits collected by instruments or generated by supercomputers; obtaining technology for information compression, storage, and retrieval off the shelf; and the linear model of innovation. We must extend these paradigms to meet our goals for information technology at the end of the decade.

Denning, Peter J.↗

From Antarctica to space: Use of telepresence and virtual reality in control of remote vehicles

In the Fall of 1993, NASA Ames deployed a modified Phantom S2 Remotely-Operated underwater Vehicle (ROV) into an ice-covered sea environment near McMurdo Science Station, Antarctica. This deployment was part of the antarctic Space Analog Program, a joint program between NASA and the National Science Foundation to demonstrate technologies relevant for space exploration in realistic field setting in the Antarctic. The goal of the mission was to operationally test the use of telepresence and virtual reality technology in the operator interface to a remote vehicle, while performing a benthic ecology study. The vehicle was operated both locally, from above a dive hole in the ice through which it was launched, and remotely over a satellite communications link from a control room at NASA's Ames Research Center. Local control of the vehicle was accomplished using the standard Phantom control box containing joysticks and switches, with the operator viewing stereo video camera images on a stereo display monitor. Remote control of the vehicle over the satellite link was accomplished using the Virtual Environment Vehicle Interface (VEVI) control software developed at NASA Ames. The remote operator interface included either a stereo display monitor similar to that used locally or a stereo head-mounted head-tracked display. The compressed video signal from the vehicle was transmitted to NASA Ames over a 768 Kbps satellite channel. Another channel was used to provide a bi-directional Internet link to the vehicle control computer through which the command and telemetry signals traveled, along with a bi-directional telephone service. In addition to the live stereo video from the satellite link, the operator could view a computer-generated graphic representation of the underwater terrain, modeled from the vehicle's sensors. The virtual environment contained an animate graphic model of the vehicle which reflected the state of the actual vehicle, along with ancillary information such as the vehicle track, science markers, and locations of video snapshots. The actual vehicle was driven either from within the virtual environment or through a telepresence interface. All vehicle functions could be controlled remotely over the satellite link.

Stoker, Carol↗

SEQ-POINTER: Next generation, planetary spacecraft remote sensing science observation design tool

Since Mariner, NASA-JPL planetary missions have been supported by ground software to plan and design remote sensing science observations. The software used by the science and sequence designers to plan and design observations has evolved with mission and technological advances. The original program, PEGASIS (Mariners 4, 6, and 7), was re-engineered as POGASIS (Mariner 9, Viking, and Mariner 10), and again later as POINTER (Voyager and Galileo). Each of these programs were developed under technological, political, and fiscal constraints which limited their adaptability to other missions and spacecraft designs. Implementation of a multi-mission tool, SEQ POINTER, under the auspices of the JPL Multimission Operations Systems Office (MOSO) is in progress. This version has been designed to address the limitations experienced on previous versions as they were being adapted to a new mission and spacecraft. The tool has been modularly designed with subroutine interface structures to support interchangeable celestial body and spacecraft definition models. The computational and graphics modules have also been designed to interface with data collected from previous spacecraft, or on-going observations, which describe the surface of each target body. These enhancements make SEQ POINTER a candidate for low-cost mission usage, when a remote sensing science observation design capability is required. The current and planned capabilities of the tool will be discussed. The presentation will also include a 5-10 minute video presentation demonstrating the capabilities of a proto-Cassini Project version that was adapted to test the tool. The work described in this abstract was performed by the Jet Propulsion Laboratory, California Institute of Technology, under contract to the National Aeronautics and Space Administration.

Boyer, Jeffrey S.↗

Holographic Helmet-Mounted Display Unit

Helmet-mounted display unit designed for use in testing innovative concepts for display of information to aircraft pilots. Operates in conjunction with computers generating graphical displays. Includes two ocular subunits containing miniature cathoderay tubes and optics providing 40 degrees vertical, 50 degrees horizontal field of view to each eye, with or without stereopsis. In future color application, each ocular subunit includes trichromatic holographic combiner tuned to red, green, and blue wavelengths of phosphors used in development of miniature color display devices.

Burley, James R., II↗

High Pressure Water Stripping Using Multi-Orifice Nozzles

The use of multi-orifice rotary nozzles greatly increases the speed and stripping effectiveness of high pressure water blasting systems, but also greatly increases the complexity of selecting and optimizing the operating parameters. The rotational speed of the nozzle must be coupled with its transverse velocity as it passes across the surface of the substrate being stripped. The radial and angular positions of each orifice must be included in the analysis of the nozzle configuration. Orifices at the outer edge of the nozzle head move at a faster rate than the orifices located near the center. The energy transmitted to the surface from the impact force of the water stream from an outer orifice is therefore spread over a larger area than energy from an inner orifice. Utilizing a larger diameter orifice in the outer radial positions increases the total energy transmitted from the outer orifice to compensate for the wider distribution of energy. The total flow rate from the combination of all orifices must be monitored and should be kept below the pump capacity while choosing orifice to insert in each position. The energy distribution from the orifice pattern is further complicated since the rotary path of all the orifices in the nozzle head pass through the center section. All orifices contribute to the stripping in the center of the path while only the outer most orifice contributes to the stripping at the edge of the nozzle. Additional orifices contribute to the stripping from the outer edge toward the center section. With all these parameters to configure and each parameter change affecting the others, a computer model was developed to track and coordinate these parameters. The computer simulation graphically indicates the cumulative affect from each parameter selected. The result from the proper choices in parameters is a well designed, highly efficient stripping system. A poorly chosen set of parameters will cause the nozzle to strip aggressively in some areas while leaving the coating untouched in adjacent sections. The high pressure water stripping system can be set to extremely aggressive conditions allowing stripping of hard to remove adhesives, paint systems, and even cladding and chromate conversion coatings. The energy force can also be reduced to strip coatings from thin aluminum substrates without causing any damage or deterioration to the substrate's surface. High pressure water stripping of aerospace components has thus proven to be an efficient and cost effective method for cleaning and removing coatings.

Hoppe, David↗

User's Guide for SKETCH

A user's guide for the computer program SKETCH is presented on this disk. SKETCH solves a popular problem in computer graphics-the removal of hidden lines from images of solid objects. Examples and illustrations are included in the guide. Also included is the SKETCH program, so a user can incorporate the information into a particular software system.

Hedgley, David R., Jr.↗

Virtual Environments in Scientific Visualization

Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

Bryson, Steve↗

Virtual Environments in Scientific Visualization

Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

Bryson, Steve↗

Comparison of ISS Power System Telemetry with Analytically Derived Data for Shadowed Cases

Accurate International Space Station (ISS) power prediction requires the quantification of solar array shadowing. Prior papers have discussed the NASA Glenn Research Center (GRC) ISS power system tool SPACE (System Power Analysis for Capability Evaluation) and its integrated shadowing algorithms. On-orbit telemetry has become available that permits the correlation of theoretical shadowing predictions with actual data. This paper documents the comparison of a shadowing metric (total solar array current) as derived from SPACE predictions and on-orbit flight telemetry data for representative significant shadowing cases. Images from flight video recordings and the SPACE computer program graphical output are used to illustrate the comparison. The accuracy of the SPACE shadowing capability is demonstrated for the cases examined.

Fincannon, H. James↗

The Hyperwall

This paper presents the hyperwall, a visualization cluster that uses coordinated visualizations for interactive exploration of multidimensional data and simulations. The system strongly leverages the human eye-brain system with a generous 7x7 array offlat panel LCD screens powered by a beowulf clustel: With each screen backed by a workstation class PC, graphic and compute intensive applications can be applied to a broad range of data. Navigational tools are presented that allow for investigation of high dimensional spaces.

Biegel, Bryan A.↗

Cellerator: extending a computer algebra system to include biochemical arrows for signal transduction simulations

Cellerator describes single and multi-cellular signal transduction networks (STN) with a compact, optionally palette-driven, arrow-based notation to represent biochemical reactions and transcriptional activation. Multi-compartment systems are represented as graphs with STNs embedded in each node. Interactions include mass-action, enzymatic, allosteric and connectionist models. Reactions are translated into differential equations and can be solved numerically to generate predictive time courses or output as systems of equations that can be read by other programs. Cellerator simulations are fully extensible and portable to any operating system that supports Mathematica, and can be indefinitely nested within larger data structures to produce highly scaleable models.

Non-NASA Center↗

Discriminability measures for predicting readability of text on textured backgrounds

Several discriminability measures were examined for their ability to predict reading search times for three levels of text contrast and a range of backgrounds (plain, a periodic texture, and four spatial-frequency-filtered textures created from the periodic texture). Search times indicate that these background variations only affect readability when the text contrast is low, and that spatial frequency content of the background affects readability. These results were not well predicted by the single variables of text contrast (Spearman rank correlation = -0.64) and background RMS contrast (0.08), but a global masking index and a spatial-frequency-selective masking index led to better predictions (-0.84 and -0.81, respectively). c2000 Optical Society of America.

NASA Discipline Space Human Factors↗

VIZARD: analysis of Affymetrix Arabidopsis GeneChip data

SUMMARY: The Affymetrix GeneChip Arabidopsis genome array has proved to be a very powerful tool for the analysis of gene expression in Arabidopsis thaliana, the most commonly studied plant model organism. VIZARD is a Java program created at the University of California, Berkeley, to facilitate analysis of Arabidopsis GeneChip data. It includes several integrated tools for filtering, sorting, clustering and visualization of gene expression data as well as tools for the discovery of regulatory motifs in upstream sequences. VIZARD also includes annotation and upstream sequence databases for the majority of genes represented on the Affymetrix Arabidopsis GeneChip array. AVAILABILITY: VIZARD is available free of charge for educational, research, and not-for-profit purposes, and can be downloaded at http://www.anm.f2s.com/research/vizard/ CONTACT: moseyko@uclink4.berkeley.edu.

Non-NASA Center↗

Efficient dynamic constraints for animating articulated figures

This paper presents an efficient dynamics-based computer animation system for simulating and controlling the motion of articulated figures. A non-trivial extension of Featherstone's O(n) recursive forward dynamics algorithm is derived which allows enforcing one or more constraints on the animated figures. We demonstrate how the constraint force evaluation algorithm we have developed makes it possible to simulate collisions between articulated figures, to compute the results of impulsive forces, to enforce joint limits, to model closed kinematic loops, and to robustly control motion at interactive rates. Particular care has been taken to make the algorithm not only fast, but also easy to implement and use. To better illustrate how the constraint force evaluation algorithm works, we provide pseudocode for its major components. Additionally, we analyze its computational complexity and finally we present examples demonstrating how our system has been used to generate interactive, physically correct complex motion with small user effort.

NASA Discipline Space Human Factors↗

Perceived orientation in physical and virtual environments: changes in perceived orientation as a function of idiothetic information available

Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.

NASA Center ARC↗

Designing a successful HMD-based experience

For entertainment applications, a successful virtual experience based on a head-mounted display (HMD) needs to overcome some or all of the following problems: entering a virtual world is a jarring experience, people do not naturally turn their heads or talk to each other while wearing an HMD, putting on the equipment is hard, and people do not realize when the experience is over. In the Electric Garden at SIGGRAPH 97, we presented the Mad Hatter's Tea Party, a shared virtual environment experienced by more than 1,500 SIGGRAPH attendees. We addressed these HMD-related problems with a combination of back story, see-through HMDs, virtual characters, continuity of real and virtual objects, and the layout of the physical and virtual environments.

NASA Center ARC↗