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At least 559 records · Page 31

Development and application of virtual reality for man/systems integration

While the graphical presentation of computer models signified a quantum leap over presentations limited to text and numbers, it still has the problem of presenting an interface barrier between the human user and the computer model. The user must learn a command language in order to orient themselves in the model. For example, to move left from the current viewpoint of the model, they might be required to type 'LEFT' at a keyboard. This command is fairly intuitive, but if the viewpoint moves far enough that there are no visual cues overlapping with the first view, the user does not know if the viewpoint has moved inches, feet, or miles to the left, or perhaps remained in the same position, but rotated to the left. Until the user becomes quite familiar with the interface language of the computer model presentation, they will be proned to lossing their bearings frequently. Even a highly skilled user will occasionally get lost in the model. A new approach to presenting type type of information is to directly interpret the user's body motions as the input language for determining what view to present. When the user's head turns 45 degrees to the left, the viewpoint should be rotated 45 degrees to the left. Since the head moves through several intermediate angles between the original view and the final one, several intermediate views should be presented, providing the user with a sense of continuity between the original view and the final one. Since the primary way a human physically interacts with their environment should monitor the movements of the user's hands and alter objects in the virtual model in a way consistent with the way an actual object would move when manipulated using the same hand movements. Since this approach to the man-computer interface closely models the same type of interface that humans have with the physical world, this type of interface is often called virtual reality, and the model is referred to as a virtual world. The task of this summer fellowship was to set up a virtual reality system at MSFC and begin applying it to some of the questions which concern scientists and engineers involved in space flight. A brief discussion of this work is presented.

Brown, Marcus↗

Resolving Sensory Conflict: the Effect of Muscle Vibration on Postural Stability

The otolith-tilt reinterpretation hypothesis (OTTR) proposes that the central nervous system adapts to weightlessness by reinterpreting all otolith input as linear motion. While interpreting otolith input exclusively as linear motion is functionally useful in space, it is maladaptive upon return to Earth. Astronauts have reported experiencing illusory sensations during head movement which contributes to postural instability. The effect is assessed of muscle vibration in combination with a variety of sensory conflicts on postural equilibrium. The equilibrium of six healthy subjects was tested using the EquiTest sensory test protocol, with and without the confounding influence of triceps surea vibration. The data were analyzed with repeated measures with vibration, vision status, and platform status as independent variables. All main effects and an interaction between the presence of vision and platform sway referencing were found to be significant. Overall, a 4.5 pct. decrease in postural stability was observed with vibration. The trend of the difference scores between conditions with and without vibration suggests that vibration is most destabilizing when the triceps surea is able to change length during postural sway (i.e., conditions with a fixed support surface). The impact of sway referencing vision was virtually identical to that of eye closure, providing compelling evidence that sway referencing 'nulls out' useful cues about subject sway.

Layne, Charles S.↗

The perception of surface layout during low level flight

Although it is fairly well established that information about surface layout can be gained from motion cues, it is not so clear as to what information humans can use and what specific information they should be provided. Theoretical analyses tell us that the information is in the stimulus. It will take more experiments to verify that this information can be used by humans to extract surface layout from the 2D velocity flow field. The visual motion factors that can affect the pilot's ability to control an aircraft and to infer the layout of the terrain ahead are discussed.

Perrone, John A.↗

Simple control-theoretic models of human steering activity in visually guided vehicle control

A simple control theoretic model of human steering or control activity in the lateral-directional control of vehicles such as automobiles and rotorcraft is discussed. The term 'control theoretic' is used to emphasize the fact that the model is derived from a consideration of well-known control system design principles as opposed to psychological theories regarding egomotion, etc. The model is employed to emphasize the 'closed-loop' nature of tasks involving the visually guided control of vehicles upon, or in close proximity to, the earth and to hypothesize how changes in vehicle dynamics can significantly alter the nature of the visual cues which a human might use in such tasks.

Hess, Ronald A.↗

Angular relation of axes in perceptual space

The geometry of perceptual space needs to be known to model spatial orientation constancy or to create virtual environments. To examine one main aspect of this geometry, the angular relation between the three spatial axes was measured. Experiments were performed consisting of a perceptual task in which subjects were asked to set independently their apparent vertical and horizontal plane. The visual background provided no other stimuli to serve as optical direction cues. The task was performed in a number of different body tilt positions with pitches and rolls varied in steps of 30 degs. The results clearly show the distortion of orthogonality of the perceptual space for nonupright body positions. Large interindividual differences were found. Deviations from orthogonality up to 25 deg were detected in the pitch as well as in the roll direction. Implications of this nonorthogonality on further studies of spatial perception and on the construction of virtual environments for human interaction is also discussed.

Bucher, Urs↗

Improved image classification with neural networks by fusing multispectral signatures with topological data

Automated schemes are needed to classify multispectral remotely sensed data. Human intelligence is often required to correctly interpret images from satellites and aircraft. Humans suceed because they use various types of cues about a scene to accurately define the contents of the image. Consequently, it follows that computer techniques that integrate and use different types of information would perform better than single source approaches. This research illustrated that multispectral signatures and topographical information could be used in concert. Significantly, this dual source tactic classified a remotely sensed image better than the multispectral classification alone. These classifications were accomplished by fusing spectral signatures with topographical information using neural network technology. A neural network was trained to classify Landsat mulitspectral signatures. A file of georeferenced ground truth classifications were used as the training criterion. The network was trained to classify urban, agriculture, range, and forest with an accuracy of 65.7 percent. Another neural network was programmed and trained to fuse these multispectral signature results with a file of georeferenced altitude data. This topological file contained 10 levels of elevations. When this nonspectral elevation information was fused with the spectral signatures, the classifications were improved to 73.7 and 75.7 percent.

Harston, Craig↗

MoCog1: A computer simulation of recognition-primed human decision making

This report describes the successful results of the first stage of a research effort to develop a 'sophisticated' computer model of human cognitive behavior. Most human decision-making is of the experience-based, relatively straight-forward, largely automatic, type of response to internal goals and drives, utilizing cues and opportunities perceived from the current environment. This report describes the development of the architecture and computer program associated with such 'recognition-primed' decision-making. The resultant computer program was successfully utilized as a vehicle to simulate findings that relate how an individual's implicit theories orient them toward particular goals, with resultant cognitions, affects, and behavior in response to their environment. The present work is an expanded version and is based on research reported while the author was an employee of NASA ARC.

Gevarter, William B.↗

MoCog1: A computer simulation of recognition-primed human decision making, considering emotions

The successful results of the first stage of a research effort to develop a versatile computer model of motivated human cognitive behavior are reported. Most human decision making appears to be an experience-based, relatively straightforward, largely automatic response to situations, utilizing cues and opportunities perceived from the current environment. The development, considering emotions, of the architecture and computer program associated with such 'recognition-primed' decision-making is described. The resultant computer program (MoCog1) was successfully utilized as a vehicle to simulate earlier findings that relate how an individual's implicit theories orient the individual toward particular goals, with resultant cognitions, affects, and behavior in response to their environment.

Gevarter, William B.↗

Computational algorithms for increased control of depth-viewing volume for stereo three-dimensional graphic displays

Three-dimensional pictorial displays incorporating depth cues by means of stereopsis offer a potential means of presenting information in a natural way to enhance situational awareness and improve operator performance. Conventional computational techniques rely on asymptotic projection transformations and symmetric clipping to produce the stereo display. Implementation of two new computational techniques, as asymmetric clipping algorithm and piecewise linear projection transformation, provides the display designer with more control and better utilization of the effective depth-viewing volume to allow full exploitation of stereopsis cuing. Asymmetric clipping increases the perceived field of view (FOV) for the stereopsis region. The total horizontal FOV provided by the asymmetric clipping algorithm is greater throughout the scene viewing envelope than that of the symmetric algorithm. The new piecewise linear projection transformation allows the designer to creatively partition the depth-viewing volume, with freedom to place depth cuing at the various scene distances at which emphasis is desired.

Williams, Steven P.↗

Experiments in teleoperator and autonomous control of space robotic vehicles

A program of research embracing teleoperator and automatic navigational control of freely flying satellite robots is presented. Current research goals include: (1) developing visual operator interfaces for improved vehicle teleoperation; (2) determining the effects of different visual interface system designs on operator performance; and (3) achieving autonomous vision-based vehicle navigation and control. This research program combines virtual-environment teleoperation studies and neutral-buoyancy experiments using a space-robot simulator vehicle currently under development. Visual-interface design options under investigation include monoscopic versus stereoscopic displays and cameras, helmet-mounted versus panel-mounted display monitors, head-tracking versus fixed or manually steerable remote cameras, and the provision of vehicle-fixed visual cues, or markers, in the remote scene for improved sensing of vehicle position, orientation, and motion.

Alexander, Harold L.↗

Attentional issues in superimposed flight symbology

The mechanisms of the failure to simultaneously process HUD superimposed symbology and the out-the-window view may lie in the many cognitive and perceptual cues that inform the pilot that the HUD, although collimated at infinity, is an instrument on the aircraft. Thus, in relation to the world scene, the HUD forms a perceptually segregated object that has a different frame of reference. Research is being explored to determine the mechanisms in this problem, and to develop advanced designs that maximize the cognitive and perceptual compatibility of the superimposed symbology by integrating the important information into the world scene.

Foyle, David C.↗

Effect of display parameters on pilots' ability to approach, flare and land

A workstation study is undertaken in which pilots conduct simulated landings via video images, and the effects are evaluated of field of view (FOV), magnification, resolution, update rate, and the use of aiding symbology. The simulation is conducted on the Advanced Real-time Simulation System with real-time controls, computer-generated imagery, and cockpit instrument displays. Five pilots fly 45 test runs with varying levels of FOV, update rate, aiding symbology, resolution, and magnification. Increased FOVs improve the runway streaming cues, and the pilots are shown to prefer unity magnification. Aiding symbology is shown to improve flare initiation and approach-heading variation, and the pilots prefer to use aiding symbology during the landing task. Update rate is also shown to have a critical effect on the pilots' ability to land the simulated aircraft.

Batson, Vernon M.↗

Techniques and applications for binaural sound manipulation in human-machine interfaces

The implementation of binaural sound to speech and auditory sound cues (auditory icons) is addressed from both an applications and technical standpoint. Techniques overviewed include processing by means of filtering with head-related transfer functions. Application to advanced cockpit human interface systems is discussed, although the techniques are extendable to any human-machine interface. Research issues pertaining to three-dimensional sound displays under investigation at the Aerospace Human Factors Division at NASA Ames Research Center are described.

Begault, Durand R.↗

Software For Graphical Representation Of A Network

System Visualization Tool (SVT) computer program developed to provide systems engineers with means of graphically representing networks. Generates diagrams illustrating structures and states of networks defined by users. Provides systems engineers powerful tool simplifing analysis of requirements and testing and maintenance of complex software-controlled systems. Employs visual models supporting analysis of chronological sequences of requirements, simulation data, and related software functions. Applied to pneumatic, hydraulic, and propellant-distribution networks. Used to define and view arbitrary configurations of such major hardware components of system as propellant tanks, valves, propellant lines, and engines. Also graphically displays status of each component. Advantage of SVT: utilizes visual cues to represent configuration of each component within network. Written in Turbo Pascal(R), version 5.0.

Mcallister, R. William↗

Correction techniques for depth errors with stereo three-dimensional graphic displays

Three-dimensional (3-D), 'real-world' pictorial displays that incorporate 'true' depth cues via stereopsis techniques have proved effective for displaying complex information in a natural way to enhance situational awareness and to improve pilot/vehicle performance. In such displays, the display designer must map the depths in the real world to the depths available with the stereo display system. However, empirical data have shown that the human subject does not perceive the information at exactly the depth at which it is mathematically placed. Head movements can also seriously distort the depth information that is embedded in stereo 3-D displays because the transformations used in mapping the visual scene to the depth-viewing volume (DVV) depend intrinsically on the viewer location. The goal of this research was to provide two correction techniques; the first technique corrects the original visual scene to the DVV mapping based on human perception errors, and the second (which is based on head-positioning sensor input data) corrects for errors induced by head movements. Empirical data are presented to validate both correction techniques. A combination of the two correction techniques effectively eliminates the distortions of depth information embedded in stereo 3-D displays.

Parrish, Russell V.↗

Employing lighting techniques during on-orbit operations

As a result of past space missions and evaluations, many procedures have been established and shown to be prudent applications for use in present and future space environment scenarios. However, recent procedures to employ the use of robotics to assist crewmembers in performing tasks which require viewing remote and obstructed locations have led to a need to pursue alternative methods to assist in these operations. One of those techniques which is under development entails incorporating the use of suitable lighting aids/techniques with a closed circuit television (CCTV) camera/monitor system to supervise the robotics operations. The capability to provide adequate lighting during grappling, deploying, docking and berthing operations under all on-orbit illumination conditions is essential to a successful mission. Using automated devices such as the Remote Manipulator System (RMS) to dock and berth a vehicle during payload retrieval, under nighttime, earthshine, solar, or artificial illumination conditions can become a cumbersome task without first incorporating lighting techniques that provide the proper target illumination, orientation, and alignment cues. Studies indicate that the use of visual aids such as the CCTV with a pretested and properly oriented lighting system can decrease the time necessary to accomplish grappling tasks. Evaluations have been and continue to be performed to assess the various on-orbit conditions in order to predict and determine the appropriate lighting techniques and viewing angles necessary to assist crewmembers in payload operations.

Wheelwright, Charles D.↗

The ASLOTS concept: An interactive, adaptive decision support concept for Final Approach Spacing of Aircraft (FASA). FAA-NASA Joint University Program

This presentation outlines a concept for an adaptive, interactive decision support system to assist controllers at a busy airport in achieving efficient use of multiple runways. The concept is being implemented as a computer code called FASA (Final Approach Spacing for Aircraft), and will be tested and demonstrated in ATCSIM, a high fidelity simulation of terminal area airspace and airport surface operations. Objectives are: (1) to provide automated cues to assist controllers in the sequencing and spacing of landing and takeoff aircraft; (2) to provide the controller with a limited ability to modify the sequence and spacings between aircraft, and to insert takeoffs and missed approach aircraft in the landing flows; (3) to increase spacing accuracy using more complex and precise separation criteria while reducing controller workload; and (4) achieve higher operational takeoff and landing rates on multiple runways in poor visibility.

Simpson, Robert W.↗

Topography from shading and stereo

Methods exploiting photometric information in images that have been developed in machine vision can be applied to planetary imagery. Present techniques, however, focus on one visual cue, such as shading or binocular stereo, and produce results that are either not very accurate in an absolute sense or provide information only at few points on the surface. We plan to integrate shape from shading, binocular stereo and photometric stereo to yield a robust system for recovering detailed surface shape and surface reflectance information. Such a system will be useful in producing quantitative information from the vast volume of imagery being received, as well as in helping visualize the underlying surface. The work will be carried out on a popular computing platform so that it will be easily accessible to other workers.

Horn, Berthold P.↗