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Haptic interfaces: Hardware, software and human performance

Virtual environments are computer-generated synthetic environments with which a human user can interact to perform a wide variety of perceptual and motor tasks. At present, most of the virtual environment systems engage only the visual and auditory senses, and not the haptic sensorimotor system that conveys the sense of touch and feel of objects in the environment. Computer keyboards, mice, and trackballs constitute relatively simple haptic interfaces. Gloves and exoskeletons that track hand postures have more interaction capabilities and are available in the market. Although desktop and wearable force-reflecting devices have been built and implemented in research laboratories, the current capabilities of such devices are quite limited. To realize the full promise of virtual environments and teleoperation of remote systems, further developments of haptic interfaces are critical. In this paper, the status and research needs in human haptics, technology development and interactions between the two are described. In particular, the excellent performance characteristics of Phantom, a haptic interface recently developed at MIT, are highlighted. Realistic sensations of single point of contact interactions with objects of variable geometry (e.g., smooth, textured, polyhedral) and material properties (e.g., friction, impedance) in the context of a variety of tasks (e.g., needle biopsy, switch panels) achieved through this device are described and the associated issues in haptic rendering are discussed.

Srinivasan, Mandayam A.

Development of a comprehensive software engineering environment

The generation of a set of tools for software lifecycle is a recurring theme in the software engineering literature. The development of such tools and their integration into a software development environment is a difficult task because of the magnitude (number of variables) and the complexity (combinatorics) of the software lifecycle process. An initial development of a global approach was initiated in 1982 as the Software Development Workbench (SDW). Continuing efforts focus on tool development, tool integration, human interfacing, data dictionaries, and testing algorithms. Current efforts are emphasizing natural language interfaces, expert system software development associates and distributed environments with Ada as the target language. The current implementation of the SDW is on a VAX-11/780. Other software development tools are being networked through engineering workstations.

Hartrum, Thomas C.

Route Generation for a Synthetic Character (BOT) Using a Partial or Incomplete Knowledge Route Generation Algorithm in UT2004 Virtual Environment

This paper presents a new Route Generation Algorithm that accurately and realistically represents human route planning and navigation for Military Operations in Urban Terrain (MOUT). The accuracy of this algorithm in representing human behavior is measured using the Unreal Tournament(Trademark) 2004 (UT2004) Game Engine to provide the simulation environment in which the differences between the routes taken by the human player and those of a Synthetic Agent (BOT) executing the A-star algorithm and the new Route Generation Algorithm can be compared. The new Route Generation Algorithm computes the BOT route based on partial or incomplete knowledge received from the UT2004 game engine during game play. To allow BOT navigation to occur continuously throughout the game play with incomplete knowledge of the terrain, a spatial network model of the UT2004 MOUT terrain is captured and stored in an Oracle 11 9 Spatial Data Object (SOO). The SOO allows a partial data query to be executed to generate continuous route updates based on the terrain knowledge, and stored dynamic BOT, Player and environmental parameters returned by the query. The partial data query permits the dynamic adjustment of the planned routes by the Route Generation Algorithm based on the current state of the environment during a simulation. The dynamic nature of this algorithm more accurately allows the BOT to mimic the routes taken by the human executing under the same conditions thereby improving the realism of the BOT in a MOUT simulation environment.

Hanold, Gregg T.

Multi-Instance Learning Models for Automated Support of Analysts in Simulated Surveillance Environments

New generations of surveillance drones are being outfitted with numerous high definition cameras. The rapid proliferation of fielded sensors and supporting capacity for processing and displaying data will translate into ever more capable platforms, but with increased capability comes increased complexity and scale that may diminish the usefulness of such platforms to human operators. We investigate methods for alleviating strain on analysts by automatically retrieving content specific to their current task using a machine learning technique known as Multi-Instance Learning (MIL). We use MIL to create a real time model of the analysts' task and subsequently use the model to dynamically retrieve relevant content. This paper presents results from a pilot experiment in which a computer agent is assigned analyst tasks such as identifying caravanning vehicles in a simulated vehicle traffic environment. We compare agent performance between MIL aided trials and unaided trials.

Birisan, Mihnea

Solar Power Generation in Extreme Space Environments

The exploration of space requires power for guidance, navigation, and control; instrumentation; thermal control; communications and data handling; and many subsystems and activities. Generating sufficient and reliable power in deep space through the use of solar arrays becomes even more challenging as solar intensity decreases and high radiation levels begin to degrade the performance of photovoltaic devices. The Extreme Environments Solar Power (EESP) project goal is to develop advanced photovoltaic technology to address these challenges.

Solar Arrays

Effects on Training Using Illumination in Virtual Environments

Camera based tasks are commonly performed during orbital operations, and orbital lighting conditions, such as high contrast shadowing and glare, are a factor in performance. Computer based training using virtual environments is a common tool used to make and keep CTW members proficient. If computer based training included some of these harsh lighting conditions, would the crew increase their proficiency? The project goal was to determine whether computer based training increases proficiency if one trains for a camera based task using computer generated virtual environments with enhanced lighting conditions such as shadows and glare rather than color shaded computer images normally used in simulators. Previous experiments were conducted using a two degree of freedom docking system. Test subjects had to align a boresight camera using a hand controller with one axis of rotation and one axis of rotation. Two sets of subjects were trained on two computer simulations using computer generated virtual environments, one with lighting, and one without. Results revealed that when subjects were constrained by time and accuracy, those who trained with simulated lighting conditions performed significantly better than those who did not. To reinforce these results for speed and accuracy, the task complexity was increased.

Maida, James C.

Reconfigurable Image Generator

A RiG may simulate visual conditions of a real world environment, and generate the necessary amount of pixels in a visual simulation at rates up to 120 frames per second. RiG may also include a database generation system capable of producing visual databases suitable to drive the visual fidelity required by the RiG.

Archdeacon, John L.

IGGy: An interactive environment for surface grid generation

A graphically interactive derivative of the EAGLE boundary code is presented. This code allows the user to interactively build and execute commands and immediately see the results. Strong ties with a batch oriented script language are maintained. A generalized treatment of grid definition parameters allows a more generic definition of the grid generation process and allows the generation of command scripts which can be applied to topologically similar configurations. The use of the graphical user interface is outlined and example applications are presented.

Prewitt, Nathan C.

Generating the complete control environment interface for EASIE

The Environment for Application Software Integration and Execution (EASIE) was designed to meet the needs of conceptual design engineers that face the task of integrating the results of many stand alone engineering analysis programs. EASIE is a set of utility programs which supports rapid integration and execution of programs about a central relational database, and it provides users with two basic modes of executing operations: Application Derived Executive (ADE), a menu-driven execution mode which provides users with sufficient guidance to quickly review data, select menu action items, and execute application programs, and Complete Control Executive (CCE), which provides a full executive interface, allowing users in-depth control of the design process. Users can switch between these modes as needed. This project will consider the CCE mode interface. Two objectives of this project are to redesign the selecting menus by using a windowing system and to reorganize the selecting structures of the selecting menus. The project will be implemented in the C window system, OSF/Motif version.

Tsai, Chia-Lin

Generating a Reduced Gravity Environment on Earth

Since the 1950s several reduced gravity simulators have been designed and utilized in preparing humans for spaceflight and in reduced gravity system development. The Active Response Gravity Offload System (ARGOS) is the newest and most realistic gravity offload simulator. ARGOS provides three degrees of motion within the test area and is scalable for full building deployment. The inertia of the overhead system is eliminated by an active motor and control system. This presentation will discuss what ARGOS is, how it functions, and the unique challenges of interfacing to the human. Test data and video for human and robotic systems will be presented. A major variable in the human machine interaction is the interface of ARGOS to the human. These challenges along with design solutions will be discussed.

Dungan, Larry K.

Generating a Reduced Gravity Environment on Earth

The Active Response Gravity Offload System (ARGOS) is designed to simulate reduced gravity environments, such as Lunar, Martian, or microgravity using a vertical lifting hoist and horizontal motion system. Three directions of motion are provided over a 41 ft x 24 ft x 25 ft tall area. ARGOS supplies a continuous offload of a portion of a person's weight during dynamic motions such as walking, running, and jumping. The ARGOS system tracks the person's motion in the horizontal directions to maintain a vertical offload force directly above the person or payload by measuring the deflection of the cable and adjusting accordingly.

Dungan, L. K.

Computational Aerothermodynamic Environments for the Mars 2020 Entry Capsule

The simulation tools and processes used to generate aerothermodynamic environment definitions for the Mars 2020 entry capsule are presented. The Mars 2020 capsule leverages the heritage Mars Science Laboratory design, but the entry will follow a different trajectory, landing at a different location and altitude on Mars. The general strategy for creating the Mars 2020 mission-specific environments follows from the Mars Science Laboratory experience. The primary difference is that now the effects of shock-layer radiation are modeled, with particular concern for the backshell.

Wise, Adam J.

Design considerations for combined radiation effects facilities for twelve year outer planet spacecraft voyages

The design considerations influencing the choice and utility of environmental simulation methods and facilities are described, insofar as they relate to the requirements imposed on outer planet spacecraft because of radiation environments to be expected. Possible means for duplicating the radioisotope thermoelectric generator radiation environment, and for duplicating the effects of the trapped radiation belt environment are described, together with an assessment of radiation levels to be expected in the vicinity of an environmental testing chamber when in use.

Miller, C. G.

The Generation and Application of Paylaod Thermal Environments for a Lunar Lander Mission

In today’s space industry many organizations develop payloads or other components that will fly on a vehicle or lander developed by a different organization. This creates a challenge for the payload developers of knowing the thermal environment, including effects from the spacecraft, of their instrument because the payload engineers will not have continuous access to an up-to-date thermal model of the spacecraft. To circumvent the vehicle developer having to provide a thermal model of the spacecraft to payload developers for detailed thermal analysis, the vehicle developer can provide environmental data to the payload engineers to apply to their payload model, instead. This data must include the boundary temperatures where the payload is mounted, sink temperatures, and both incident solar and infrared thermal flux. This paper will describe the method used to generate thermal environments for payloads on the Astrobotic Lunar Lander and how those environments were applied to an example payload, the Neutron Measurement at the Lunar Surface (NMLS) instrument. This work is unique because a standard method for generating and delivering payload environments does not exist. Benefits and drawbacks of using this method will also be discussed.

Thermal Environments

Contamination Effects Due to Space Environmental Interactions

Molecular and particulate contaminants are commonly generated from the orbital spacecraft operations that are under the influence of the space environment. Once generated, these contaminants may attach to the surfaces of the spacecraft or may remain in the vicinity of the spacecraft. In the event these contaminants come to rest on the surfaces of the spacecraft or situated in the line-of-sight of the observation path, they will create various degrees of contamination effect which may cause undesirable effects for normal spacecraft operations, There will be circumstances in which the spacecraft may be subjected to special space environment due to operational conditions. Interactions between contaminants and special space environment may alter or greatly increase the contamination effect due to the synergistic effect. This paper will address the various types of contamination generation on orbit, the general effects of the contamination on spacecraft systems, and the typical impacts on the spacecraft operations due to the contamination effect. In addition, this paper will explain the contamination effect induced by the space environment and will discuss the intensified contamination effect resulting from the synergistic effect with the special space environment.

Chen, Philip T.

Solar Power System and Radioisotope Thermoelectric Generation Technologies at Jupiter-Saturn-Uranus Environments: New Insights and Paradigms

Power system selection for outer planet destinations, such as Jupiter, Saturn, and Uranus and beyond, is complex, involving and dependent on many interdisciplinary factors such as power system mass, specific power, cost, mechanical and electrical integration, and natural radiation environment. Low solar irradiance at Jupiter, Saturn, and Uranus systems (i.e., 50, 15, and 4 W/m2 , respectively) makes solar power systems challenging in mechanical / electrical integration and accommodating radiation environments. More costly radioisotope thermoelectric generator (RTG) systems can help proposed missions overcome radiation environment and spacecraft control challenges at Jupiter, Saturn, and Uranus. NASA’s Jet Propulsion Laboratory (JPL) has recently made significant strides in demonstrating high-efficiency, radiation-hard solar cell technologies for low-irradiance, low-temperature (LILT) applications, and high-efficiency thermoelectric (TE) materials and modules for higher-specific-power RTGs. Stateof-art multi-junction solar cells now routinely demonstrate high efficiencies of 30-34% at LILT (9.5AU and -165°C), making solar arrays a viable option for many near-term Saturn mission concepts. Emerging technologies like LILToptimized solar cells have recently demonstrated even higher efficiencies of 37% at 9.5AU and -165°C and 30% lower mass than the state-of-art, offering the prospect of ~3W/kg array-level, end-of-life specific powers under Saturn conditions. Having already demonstrated the tremendous utility of RTGs on Mars and in deep-space missions (e.g., Galileo at Jupiter, New Horizons at Pluto), NASA is now developing and demonstrating new TE materials and modules (e.g., skutterudites, La3-x Te4, and Zintls) for increasing RTG specific power (up to >8.5 W/kg), which strongly impacts an RTG’s mass, fuel utilization, and modularity in the power system trade domain. New accomplishments in both areas highlight the renewed requisite for updated comparisons and trade-offs in power output, specific power and mass, cost, mechanical and electrical integration, new technology timelines, and natural radiation impacts between new LILT-optimized photovoltaic technologies and next-generation RTG technologies. This work discusses and demonstrates how new LILT-based technologies are now allowing one to consider and design solar power systems for Saturn orbit and beyond, and are changing the potential cost-mass trade-offs between emerging solar power technologies and newly-envisioned RTG technologies. Key updated system mass and cost trade-offs between high-performance LILT solar technologies and new RTG technologies are presented, reinforcing and refining power selection criteria supporting possible future NASA deep-space science and exploration missions to Mars, the Jupiter system (Europa, Ganymede), the Saturn system (Titan, Enceladus), Uranus, and beyond. Key trade-offs in other above-mentioned interdisciplinary factors between these two power technologies are also discussed.

Bairstow, Brian K.

Evaluation of Geopolymer Concrete for Rocket Test Facility Flame Deflectors

The current paper presents results from a combined research effort by Louisiana Tech University (LTU) and NASA Stennis Space Center (SSC) to develop a new alumina-silicate based cementitious binder capable of acting as a high performance refractory material with low heat ablation rate and high early mechanical strength. Such a binder would represent a significant contribution to NASA's efforts to develop a new generation of refractory 'hot face' liners for liquid or solid rocket plume environments. This project was developed as a continuation of on-going collaborations between LTU and SSC, where test sections of a formulation of high temperature geopolymer binder were cast in the floor and walls of Test Stand E-1 Cell 3, an active rocket engine test stand flame trench. Additionally, geopolymer concrete panels were tested using the NASA-SSC Diagnostic Test Facility (DTF) thruster, where supersonic plume environments were generated on a 1ft wide x 2ft long x 6 inch deep refractory panel. The DTF operates on LOX/GH2 propellants producing a nominal thrust of 1,200 lbf and the combustion chamber conditions are Pc=625psig, O/F=6.0. Data collected included high speed video of plume/panel area and surface profiles (depth) of the test panels measured on a 1-inch by 1-inch giving localized erosion rates during the test. Louisiana Tech conducted a microstructure analysis of the geopolymer binder after the testing program to identify phase changes in the material.

Allgood, Daniel C.