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At least 649 records · Page 36

5G integrated edge computing platform for efficient component monitoring in coal-fired power plants

This project developed a cutting-edge 5G-integrated edge computing framework to enhance operational efficiency and reliability in coal-fired power plants through real-time component monitoring and anomaly detection. The initiative focused on leveraging distributed machine learning, federated learning, and 5G-based dynamic network slicing to support scalable, fault-tolerant monitoring environments to meet the operational requirements in industrial control systems. With a Distributed Edge Computing Service (DECS) orchestration, this project enabled federated learning at edge for condition monitoring and introduced adaptive client selection strategies to minimize communication overhead. Scalable distributed training was achieved using the Horovod framework, thus enhancing performance across edge nodes. In the realm of 5G networking, the project designed and deployed reconfigurable, QoS-aware network slicing tailored for operational technology (OT) environments, integrating software-defined networks to bolster cyber-resilience and enabling dynamic slicing for federated learning workloads. A significant milestone was the development of a virtualized ICS environment with 5G core integration—which allowed elastic and fault tolerant distributed training on real-world datasets such as NASA Bearings, Hydraulic Systems, and TEP. To broaden the impact of the project, a TRL-3 virtualized ICS testbed for research and education was designed. This project engaged several graduate and undergraduate students to conduct research on the cutting-edge technology, and it resulted in one PhD dissertation, one MS thesis, and over 14 peer-reviewed publications. With the support of this project students also participated in national cybersecurity competitions to improve their professional development skills.

20 FOSSIL-FUELED POWER PLANTS↗

Examining United States Nuclear Weapon Educational Initiatives_A Quantitative Research Study on the Satisfaction of Participants Within the Nuclear Weapons Community

This study focused on a few United States nuclear weapons educational initiatives exploring six classroom environment factors that may or may not influence Satisfaction in a virtual or live classroom environment within the nuclear weapons community. The research explored Personalization, Involvement, Student Cohesiveness, Task Orientation, Innovation, and Individualization. The United States nuclear weapons community needed to attract new and talented individuals to the nuclear weapons profession. This study added to the nuclear weapons community by researching factors that may aid academic instructors, and curriculum developers create new and inventive ways of incorporating these factors into existing or new nuclear weapons educational courses. Convenience sampling was the data collection method used to gather quantitative research data. One hundred and seven voluntary participants utilized the College and University Classroom Environment Inventory with the Los Alamos National Laboratory's consent. There is not much concurrent research on Satisfaction within the live and virtual classroom environment. This research was vital for future research into how to increase participant satisfaction. The study provided the nuclear weapons community with grounded analysis to help create and guide new classes and course creation, possibly increasing Satisfaction in a live and virtual classroom environment. According to binary logistic regression, there was a statistically significant relationship among the dependent variable, Satisfaction, and two independent variables, Involvement, and Task Orientation in the classroom environment within the nuclear weapons community. Future nuclear educational programs may increase Satisfaction in the classroom environment by increasing participant Involvement and Task Orientation within a class using the CUCEI as a reference.

45 MILITARY TECHNOLOGY, WEAPONRY, AND NATIONAL DEF↗

Off-the-shelf real-time monitoring of satellite constellations in a visual 3-D environment

The multimission spacecraft analysis system (MSAS) data monitor is a generic software product for future real-time data monitoring and analysis. The system represents the status of a satellite constellation through the shape, color, motion and position of graphical objects floating in a three dimensional virtual reality environment. It may be used for the monitoring of large volumes of data, for viewing results in configurable displays, and for providing high level and detailed views of a constellation of monitored satellites. It is considered that the data monitor is an improvement on conventional graphic and text-based displays as it increases the amount of data that the operator can absorb in a given period, and can be installed and configured without the requirement for software development by the end user. The functionality of the system is described, including: the navigation abilities; the representation of alarms in the cybergrid; limit violation; real-time trend analysis, and alarm status indication.

Schwuttke, Ursula M.↗

Lifting and Dropping VMs to Dynamically Transition Between Time- and Space-sharing for Large-Scale HPC Systems

As HPC environments increasingly integrate with edge based systems, system architectures will need to handle a broader class of workloads and scheduling requirements. One result of this shift will be the need to simultaneously support bulk-synchronous parallel (BSP) and on-demand service based applications on the same infrastructure. This in turn will require that future resource management approaches utilize both space-shared as well as time-shared resource scheduling strategies. In this work we introduce the concept of "VM-lifting'' (and its inverse "VM-Dropping'') which allows dynamically switching an HPC workload between space-shared and time-shared scheduling regimes. Our work targets co-kernel based HPC system software environments, in which multiple specialized OS kernels execute natively on dedicated physical resource partitions inside a single compute node. With VM-lifting, a native co-kernel can be migrated at runtime to and from locally hosted Virtual Machine Environments due to changing scheduling requirements of the node. This allows an HPC node to be dynamically (re-)configured as either a time-shared Infrastructure-as-a-Service (IaaS) resource or a dedicated space shared resource based on the current workload demands. We have implemented this approach in the context of the Hobbes Exascale System Software stack and have demonstrated that a node can be reconfigured with minimal impact on the running applications.

Gordon, Nick↗

Virtual Shaker Testing: Simulation Technology Improves Vibration Test Performance

In the field of vibration testing, the interaction between the structure being tested and the instrumentation hardware used to perform the test is a critical issue. This is particularly true when testing massive structures (e.g. satellites), because due to physical design and manufacturing limits, the dynamics of the testing facility often couples with the test specimen one in the frequency range of interest. A further issue in this field is the standard use of a closed loop real-time vibration control scheme, which could potentially shift poles and change damping of the aforementioned coupled system. Virtual shaker testing is a novel approach to deal with these issues. It means performing a simulation which closely represents the real vibration test on the specific facility by taking into account all parameters which might impact the dynamic behavior of the specimen. In this paper, such a virtual shaker testing approach is developed. It consists of the following components: (1) Either a physical-based or an equation-based coupled electro-mechanical lumped parameter shaker model is created. The model parameters are obtained from manufacturer's specifications or by carrying out some dedicated experiments; (2) Existing real-time vibration control algorithm are ported to the virtual simulation environment; and (3) A structural model of the test object is created and after defining proper interface conditions structural modes are computed by means of the well-established Craig-Bampton CMS technique. At this stage, a virtual shaker test has been run, by coupling the three described models (shaker, control loop, structure) in a co-simulation routine. Numerical results have eventually been correlated with experimental ones in order to assess the robustness of the proposed methodology.

Ricci, Stefano↗

Novus: An Unmanned Aerial System and Virtual Reality Flight Deck for Data Collection and Visualization

Many emerging technologies offer tremendous new capabilities that will, without question, redefine how we interact with, utilize, understand, and optimize the energy systems around us. Drones offer a new ability to remotely capture data in ways that have previously been impractical. However, their flight control systems remain rudimentary and limit the ability of researchers to fully take advantage of these platforms as remote sensing devices. In this project, we constructed a hexarotor drone and outfitted it with advanced (yet inexpensive) sensors as well as a telemetry data management and control package. We then created a virtual reality flight deck that allows a drone operator to define waypoints "on-the-fly" or take manual control over flight operations. The flight deck provides a live on-board video stream display, a 3-dimensional topographic map with the drone’s position in space overlaid onto it, as well as a data visualization framework that keeps critical information immediately available to the operator. These advances provide a new platform for scientific data collection such as thermography of building envelopes or solar arrays. As the drone is in flight and data are being collected, these data are relayed to the virtual reality environment where they can be inspected for integrity and the flight plan altered if necessary to collect higher quality data. Future work will focus on implementing 3-dimensional mapping using both visible and thermal imagery collected from the drone, and streaming those into the virtual reality flight deck in real time.

Source record↗

Simulation Technology at NASA

NASA Ames Research Center is home to several high-fidelity research flight and air-traffic control simulation facilities which, together with an experienced workforce, produce high-quality research data and findings that have proven to be applicable in the real world. These assets include the Vertical Motion Simulator (VMS), Crew Vehicle Systems Research Facility (CVSRF), Future Flight Central (FFC) air traffic control tower simulator, and several air-traffic control (ATC) simulators. The VMS combines a high-fidelity simulation capability with an adaptable simulation environment, enabling customization for numerous human-in-the-loop research applications. The distinctive feature of the VMS is its unparalleled large amplitude, high-fidelity motion capability. In over 30 years of continuous operation, the VMS has contributed significantly to the body of knowledge in a range of disciplines directly benefiting several aerospace programs and flight safety, including the design and development of flight control systems for the Joint Strike Fighter, Space Shuttle Orbiter, and rotorcraft. It continues to be used for researching new vehicle configurations, vehicle control and safety, transfer-of-training, etc., by NASA, other government agencies, and Industry.The CVSRF includes two motion-based flight simulators: a Boeing 747-400 full flight simulator and the reconfigurable Advanced Concepts Flight Simulator (ACFS). These simulators are primarily used to research air-traffic management concepts and procedures, advanced navigation and avionics concepts, and cockpit human factors. FFC is a full-sized control tower simulator with a 360-degree external field-of-view display system and reconfigurable system architecture. FFC and the ATC simulators are used for testing air-traffic management automation and decision support tools and demonstrate their feasibility in a realistic environment prior to technology transfer for implementation in the National Airspace System (NAS).To support integrated simulations and flight-tests for NASA's Unmanned Aircraft Systems (UAS) in the National Airspace System (NAS) Project, NASA developed a distributed test environment incorporating Live, Virtual, Constructive, (LVC) concepts. Development of the software enabling the LVC is conducted primarily at the Distributed Simulation Research Lab (DSRL) at NASA Ames. The LVC components provide the core infrastructure supporting simulation of UAS operations by integrating live and virtual aircraft in a realistic air traffic environment. This provides the ability to conduct tests more efficiently by promoting the use of existing distributed assets. The LVC infrastructure was used in several human-in-the-loop simulations to evaluate acceptance of Detect and Avoid (DAA) advisories used by UAS pilots to maintain well clear of other virtual traffic and to negotiate maneuvers with air traffic control. It is currently being used to support testing of self-separation algorithms between unmanned and manned aircraft in live flight. Further simulations with more comprehensive air traffic scenarios mixing live and virtual aircraft is planned.In the current fiscal environment, maintaining and upgrading these high-fidelity simulation assets and retaining the skilled workforce necessary to meet future research needs is the primary non-technical challenge.

CVSRF↗

SU-E-T-152: Building An Ultrafast, Earthquake Proof Treatment Planning System

Purpose: Situated 20 miles from 5 major fault lines in California’s Bay Area, Stanford Universityhas a critical need for IT infrastructure planning to handle the high probability devastating earthquakes. Recently, a multi-million dollar project has been underway to overhaul Stanford’s radiation oncology information systems, maximizing planning system performance and providing true disaster recovery abilities. An overview of the project will be given with particular focus on lessons learned throughout the build. Methods: In this implementation, two isolated external datacenters provide geographical redundancy to Stanford’s main campus datacenter. Real-time mirroring is made of all data stored to our serial attached network (SAN) storage. In each datacenter, hardware/software virtualization was heavily implemented to maximize server efficiency and provide a robust mechanism to seamlessly migrate users in the event of an earthquake. System performance is routinely assessed through the use of virtualized data robots, able to log in to the system at scheduled times, perform routine planning tasks and report timing results to a performance dashboard. A substantial dose calculation framework (608 CPU cores) has been constructed as part of the implementation. Results: Migration to a virtualized server environment with a high performance SAN has resulted in up to a 45% speed up of common treatment planning tasks. Switching to a 608 core DCF has resulted in a 280% speed increase in dose calculations. Server tuning was found to further improved read/write performance by 20%. Disaster recovery tests are carried out quarterly and, although successful, remain time consuming to perform and verify functionality. Conclusion: Achieving true disaster recovery capabilities is possible through server virtualization, support from skilled IT staff and leadership. Substantial performance improvements are also achievable through careful tuning of server resources and disk read/write operations. Developing a streamlined method to comprehensively test failover is a key requirement to the system’s success.

60 APPLIED LIFE SCIENCES↗

A VR-based volumetric medical image segmentation and visualization system with natural human interaction

Volume rendering produces informative two-dimensional (2D) images from a 3-dimensional (3D) volume. It highlights the region of interest and facilitates a good comprehension of the entire data set. However, volume rendering faces a few challenges. First, a high-dimensional transfer function is usually required to differentiate the target from its neighboring objects with subtle variance. Unfortunately, designing such a transfer function is a strenuously trial-and-error process. Second, manipulating/visualizing a 3D volume with a traditional 2D input/output device suffers dimensional limitations. To address all the challenges, we design NUI-VR 2 , a natural user interface-enabled volume rendering system in the virtual reality space. NUI-VR 2 marries volume rendering and interactive image segmentation. It transforms the original volume into a probability map with image segmentation. A simple linear transfer function will highlight the target well in the probability map. More importantly, we set the entire image segmentation and volume rendering pipeline in an immersive virtual reality environment with a natural user interface. NUI-VR 2 eliminates the dimensional limitations in manipulating and perceiving 3D volumes and dramatically improves the user experience.

42 ENGINEERING↗

Exploring Windows Domain-Level Defenses Against Authentication Attacks

We investigated the security resilience of the current Windows Active Directory (AD) environments to Pass-the-Hash and Pass- the-Ticket credential theft attacks. While doing this, we discovered a way to trigger the removal of all previously issued authentication credentials for a client, thus preventing their use by attackers. After triggered, the user is forced to contact the domain administrators and to authenticate to the AD to continue. This could become the basis for a response that arrests the spread of a detected attack. Operating in a virtualized XenServer environment, we were able to carefully determine and recreate the conditions necessary to cause this response.

Curtis, Laura↗

Workflow-based automatic processing for Internet of Floating Things crowdsourced data

Data from sensors incorporated into mobile devices, such as networked navigational sensors, can be used to capture detailed environmental information. We describe here a workflow and framework for using sensors on boats to construct unique new datasets of underwater topography (bathymetry). Starting with a large number of measurements of position, depth, etc., obtained from such an Internet of Floating Things, we illustrate how, with a specialized protocol, data can be communicated to cloud resources, even when using delayed, intermittent, or disconnected networks. We then propose a method for automatic sensor calibration based on a novel reputation approach. Sampled depth data are interpolated efficiently on a cloud computing platform in order to provide a continuously updated bathymetric database. Our prototype implementation uses the FACE-IT Galaxy workflow engine to manage network communication and exploits the computational power of GPGPUs in a virtualized cloud environment, working with a CUDA-parallel algorithm, for efficient data processing. We report on an initial evaluation involving data from a sailing vessel in Italian coastal waters.

97 MATHEMATICS AND COMPUTING↗

Validation of Rendered Natural and Artificial Lighting Environments in Real Time Lunar South Pole Simulations

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

Lunar↗

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

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

Lunar↗

Virtual Reality as a Medium for Sensorimotor Adaptation Training and Spaceflight Countermeasures

Astronauts experience a profound sensorimotor adaptation during transition to and from the microgravity environment of space. With the upcoming shift to extra‐long duration missions (upwards of 1 year) aboard the International Space Station, the immediate risks to astronauts during these transitory periods become more important than ever to understand and prepare for. Recent advances in virtual reality technology enable everyday adoption of these tools for entertainment and use in training. Embedding an individual in a virtual environment (VE) allows the ability to change the perception of visual flow, elicit automatic motor behavior and produce sensorimotor adaptation, not unlike those required during long duration microgravity exposure. The overall goal of this study is to determine the feasibility of present head mounted display technology (HMD) to produce reliable visual flow information and the expected adaptation associated with virtual environment manipulation to be used in future sensorimotor adaptability countermeasures. To further understand the influence of visual flow on gait adaptation during treadmill walking, a series of discordant visual flow manipulations in a virtual environment are proposed. Six healthy participants (3 male and 3 female) will observe visual flow information via HMD (Oculus Rift DK2) while walking on an instrumented treadmill at their preferred walking speed. Participants will be immersed in a series of VE's resembling infinite hallways with different visual characteristics: an office hallway, a hallway with pillars and the hallway of a fictional spacecraft. Participants will perform three trials of 10 min. each, which include walking on the treadmill while receiving congruent or incongruent visual information via the HMD. In the first trial, participants will experience congruent visual information (baseline) where the hallway is perceived to move at the same rate as their walking speed. The final two trials will be randomized among participants where the hallway is perceived to move at either half (0.5x) or twice (2.0x) their preferred walking speed. Participants will remain on the treadmill between trials and will not be warned of the upcoming change to visual flow to minimize preparatory adjustments. Stride length, step frequency and dual‐support time will be quantified during each trial. We hypothesize that participants will experience a rapid modification in gait performance during periods of adaptive change, expressed as a decrease in step length, an increase in step frequency and an increase in dual‐support time, followed by a period of adaptation where these movement parameters will return to near‐baseline levels. As stride length, step frequency and dual support times return to baseline values, an adaptation time constant will be derived to establish individual time‐to‐adapt (TTA). HMD technology represents a paradigm shift in sensorimotor adaptation training where gait adaptability can be stressed using off‐the‐shelf consumer products and minimal experimental equipment, allowing for greater training flexibility in astronaut and terrestrial applications alike.

Madansingh, S.↗

TEACH (Train to Enable/Achieve Culturally Sensitive Healthcare)

Personnel from diverse ethnic and demographic backgrounds come together in both civilian and military healthcare systems, facing diagnoses that at one level are equalizers: coronary disease is coronary disease, breast cancer is breast cancer. Yet the expression of disease in individuals from different backgrounds, individual patient experience of disease as a particular illness, and interactions between patients and providers occurring in any given disease scenario, all vary enormously depending on the fortuity of the equation of "which patient happens to arrive in whose exam room." Previously, providers' absorption of lessons-learned depended on learning as an apprentice would when exposed over time to multiple populations. As a result, and because providers are often thrown into situations where communications falter through inadequate direct patient experience, diversity in medicine remains a training challenge. The questions then become: Can simulation and virtual training environments (VTEs) be deployed to short-track and standardize this sort of random-walk problem? Can we overcome the unevenness of training caused by some providers obtaining the valuable exposure to diverse populations, whereas others are left to "sink or swim"? This paper summarizes developing a computer-based VTE called TEACH (Training to Enable/Achieve Culturally Sensitive Healthcare). TEACH was developed to enhance healthcare providers' skills in delivering culturally sensitive care to African-American women with breast cancer. With an authoring system under development to ensure extensibility, TEACH allows users to role-play in clinical oncology settings with virtual characters who interact on the basis of different combinations of African American sub-cultural beliefs regarding breast cancer. The paper reports on the roll-out and evaluation of the degree to which these interactions allow providers to acquire, practice, and refine culturally appropriate communication skills and to achieve cultural and individual personalization of healthcare in their clinical practices.

Maulitz, Russell↗

Vision Algorithms to Determine Shape and Distance for Manipulation of Unmodeled Objects

This paper discusses the development of a robotic system for general use in an unstructured environment. This is illustrated through pick and place of randomly positioned, un-modeled objects. There are many applications for this project, including rock collection for the Mars Surveyor Program. This system is demonstrated with a Puma560 robot, Barrett hand, Cognex vision system, and Cimetrix simulation and control, all running on a PC. The demonstration consists of two processes: vision system and robotics. The vision system determines the size and location of the unknown objects. The robotics part consists of moving the robot to the object, configuring the hand based on the information from the vision system, then performing the pick/place operation. This work enhances and is a part of the Low Cost Virtual Collaborative Environment which provides remote simulation and control of equipment.

Montes, Leticia↗

NPSS on NASA's IPG: Using CORBA and Globus to Coordinate Multidisciplinary Aeroscience Applications

Within NASA's High Performance Computing and Communication (HPCC) program, the NASA Glenn Research Center is developing an environment for the analysis/design of aircraft engines called the Numerical Propulsion System Simulation (NPSS). The vision for NPSS is to create a "numerical test cell" enabling full engine simulations overnight on cost-effective computing platforms. To this end, NPSS integrates multiple disciplines such as aerodynamics, structures, and heat transfer and supports "numerical zooming" between O-dimensional to 1-, 2-, and 3-dimensional component engine codes. In order to facilitate the timely and cost-effective capture of complex physical processes, NPSS uses object-oriented technologies such as C++ objects to encapsulate individual engine components and CORBA ORBs for object communication and deployment across heterogeneous computing platforms. Recently, the HPCC program has initiated a concept called the Information Power Grid (IPG), a virtual computing environment that integrates computers and other resources at different sites. IPG implements a range of Grid services such as resource discovery, scheduling, security, instrumentation, and data access, many of which are provided by the Globus toolkit. IPG facilities have the potential to benefit NPSS considerably. For example, NPSS should in principle be able to use Grid services to discover dynamically and then co-schedule the resources required for a particular engine simulation, rather than relying on manual placement of ORBs as at present. Grid services can also be used to initiate simulation components on parallel computers (MPPs) and to address inter-site security issues that currently hinder the coupling of components across multiple sites. These considerations led NASA Glenn and Globus project personnel to formulate a collaborative project designed to evaluate whether and how benefits such as those just listed can be achieved in practice. This project involves firstly development of the basic techniques required to achieve co-existence of commodity object technologies and Grid technologies; and secondly the evaluation of these techniques in the context of NPSS-oriented challenge problems. The work on basic techniques seeks to understand how "commodity" technologies (CORBA, DCOM, Excel, etc.) can be used in concert with specialized "Grid" technologies (for security, MPP scheduling, etc.). In principle, this coordinated use should be straightforward because of the Globus and IPG philosophy of providing low-level Grid mechanisms that can be used to implement a wide variety of application-level programming models. (Globus technologies have previously been used to implement Grid-enabled message-passing libraries, collaborative environments, and parameter study tools, among others.) Results obtained to date are encouraging: we have successfully demonstrated a CORBA to Globus resource manager gateway that allows the use of CORBA RPCs to control submission and execution of programs on workstations and MPPs; a gateway from the CORBA Trader service to the Grid information service; and a preliminary integration of CORBA and Grid security mechanisms. The two challenge problems that we consider are the following: 1) Desktop-controlled parameter study. Here, an Excel spreadsheet is used to define and control a CFD parameter study, via a CORBA interface to a high throughput broker that runs individual cases on different IPG resources. 2) Aviation safety. Here, about 100 near real time jobs running NPSS need to be submitted, run and data returned in near real time. Evaluation will address such issues as time to port, execution time, potential scalability of simulation, and reliability of resources. The full paper will present the following information: 1. A detailed analysis of the requirements that NPSS applications place on IPG. 2. A description of the techniques used to meet these requirements via the coordinated use of CORBA and Globus. 3. A description of results obtained to date in the first two challenge problems.

Lopez, Isaac↗