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At least 73 records · Page 4

A Three-Dimensional Virtual Simulator for Aircraft Flyover Presentation

This paper presents a system developed at NASA Langley Research Center to render aircraft flyovers in a virtual reality environment. The present system uses monaural recordings of actual aircraft flyover noise and presents these binaurally using head tracking information. The three-dimensional audio is simultaneously rendered with a visual presentation using a head-mounted display (HMD). The final system will use flyover noise synthesized using data from various analytical and empirical modeling systems. This will permit presentation of flyover noise from candidate low-noise flight operations to subjects for psychoacoustical evaluation.

Rizzi, Stephen A.↗

Virtual Reality System Offers a Wide Perspective

Robot Systems Technology Branch engineers at Johnson Space Center created the remotely controlled Robonaut for use as an additional "set of hands" in extravehicular activities (EVAs) and to allow exploration of environments that would be too dangerous or difficult for humans. One of the problems Robonaut developers encountered was that the robot s interface offered an extremely limited field of vision. Johnson robotics engineer, Darby Magruder, explained that the 40-degree field-of-view (FOV) in initial robotic prototypes provided very narrow tunnel vision, which posed difficulties for Robonaut operators trying to see the robot s surroundings. Because of the narrow FOV, NASA decided to reach out to the private sector for assistance. In addition to a wider FOV, NASA also desired higher resolution in a head-mounted display (HMD) with the added ability to capture and display video.

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Video System for Viewing From a Remote or Windowless Cockpit

A system of electronic hardware and software synthesizes, in nearly real time, an image of a portion of a scene surveyed by as many as eight video cameras aimed, in different directions, at portions of the scene. This is a prototype of systems that would enable a pilot to view the scene outside a remote or windowless cockpit. The outputs of the cameras are digitized. Direct memory addressing is used to store the data of a few captured images in sequence, and the sequence is repeated in cycles. Cylindrical warping is used in merging adjacent images at their borders to construct a mosaic image of the scene. The mosaic-image data are written to a memory block from which they can be rendered on a head-mounted display (HMD) device. A subsystem in the HMD device tracks the direction of gaze of the wearer, providing data that are used to select, for display, the portion of the mosaic image corresponding to the direction of gaze. The basic functionality of the system has been demonstrated by mounting the cameras on the roof of a van and steering the van by use of the images presented on the HMD device.

Banerjee, Amamath↗

Fiber-Scanned Microdisplays

Helmet- and head-mounted display systems, denoted fiber-scanned microdisplays, have been proposed to provide information in an "augmented reality" format (meaning that the information would be optically overlaid on the user's field of view).

Crossman-Bosworth, Janet↗

Human Centered Hardware Modeling and Collaboration

In order to collaborate engineering designs among NASA Centers and customers, to in clude hardware and human activities from multiple remote locations, live human-centered modeling and collaboration across several sites has been successfully facilitated by Kennedy Space Center. The focus of this paper includes innovative a pproaches to engineering design analyses and training, along with research being conducted to apply new technologies for tracking, immersing, and evaluating humans as well as rocket, vehic le, component, or faci lity hardware utilizing high resolution cameras, motion tracking, ergonomic analysis, biomedical monitoring, wor k instruction integration, head-mounted displays, and other innovative human-system integration modeling, simulation, and collaboration applications.

Stambolian Damon↗

NASA Tech Briefs, June 2014

Topics include: Real-Time Minimization of Tracking Error for Aircraft Systems; Detecting an Extreme Minority Class in Hyperspectral Data Using Machine Learning; KSC Spaceport Weather Data Archive; Visualizing Acquisition, Processing, and Network Statistics Through Database Queries; Simulating Data Flow via Multiple Secure Connections; Systems and Services for Near-Real-Time Web Access to NPP Data; CCSDS Telemetry Decoder VHDL Core; Thermal Response of a High-Power Switch to Short Pulses; Solar Panel and System Design to Reduce Heating and Optimize Corridors for Lower-Risk Planetary Aerobraking; Low-Cost, Very Large Diamond-Turned Metal Mirror; Very-High-Load-Capacity Air Bearing Spindle for Large Diamond Turning Machines; Elevated-Temperature, Highly Emissive Coating for Energy Dissipation of Large Surfaces; Catalyst for Treatment and Control of Post-Combustion Emissions; Thermally Activated Crack Healing Mechanism for Metallic Materials; Subsurface Imaging of Nanocomposites; Self-Healing Glass Sealants for Solid Oxide Fuel Cells and Electrolyzer Cells; Micromachined Thermopile Arrays with Novel Thermo - electric Materials; Low-Cost, High-Performance MMOD Shielding; Head-Mounted Display Latency Measurement Rig; Workspace-Safe Operation of a Force- or Impedance-Controlled Robot; Cryogenic Mixing Pump with No Moving Parts; Seal Design Feature for Redundancy Verification; Dexterous Humanoid Robot; Tethered Vehicle Control and Tracking System; Lunar Organic Waste Reformer; Digital Laser Frequency Stabilization via Cavity Locking Employing Low-Frequency Direct Modulation; Deep UV Discharge Lamps in Capillary Quartz Tubes with Light Output Coupled to an Optical Fiber; Speech Acquisition and Automatic Speech Recognition for Integrated Spacesuit Audio Systems, Version II; Advanced Sensor Technology for Algal Biotechnology; High-Speed Spectral Mapper; "Ascent - Commemorating Shuttle" - A NASA Film and Multimedia Project DVD; High-Pressure, Reduced-Kinetics Mechanism for N-Hexadecane Oxidation; Method of Error Floor Mitigation in Low-Density Parity-Check Codes; X-Ray Flaw Size Parameter for POD Studies; Large Eddy Simulation Composition Equations for Two-Phase Fully Multicomponent Turbulent Flows; Scheduling Targeted and Mapping Observations with State, Resource, and Timing Constraints;

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NASA Wearable Technology CLUSTER 2013-2014 Report

Wearable technology has the potential to revolutionize the way humans interact with one another, with information, and with the electronic systems that surround them. This change can already be seen in the dramatic increase in the availability and use of wearable health and activity monitors. These devices continuously monitor the wearer using on-­‐body sensors and wireless communication. They provide feedback that can be used to improve physical health and performance. Smart watches and head mounted displays are also receiving a great deal of commercial attention, providing immediate access to information via graphical displays, as well as additional sensing features. For the purposes of the Wearable Technology CLUSTER, wearable technology is broadly defined as any electronic sensing, human interfaces, computing, or communication that is mounted on the body. Current commercially available wearable devices primarily house electronics in rigid packaging to provide protection from flexing, moisture, and other contaminants. NASA mentors are interested in this approach, but are also interested in direct integration of electronics into clothing to enable more comfortable systems. For human spaceflight, wearable technology holds a great deal of promise for significantly improving safety, efficiency, autonomy, and research capacity for the crew in space and support personnel on the ground. Specific capabilities of interest include: Continuous biomedical monitoring for research and detection of health problems. Environmental monitoring for individual exposure assessments and alarms. Activity monitoring for responsive robotics and environments. Multi-modal caution and warning using tactile, auditory, and visual alarms. Wireless, hands-free, on-demand voice communication. Mobile, on-demand access to space vehicle and robotic displays and controls. Many technical challenges must be overcome to realize these wearable technology applications. For example, to make a wearable device that is both functional and comfortable for long duration wear, developers must strive to reduce electronic mass and volume while also addressing constraints imposed by the body attachment method. Depending on the application, the device must be placed in a location that the user can see and reach, and that provides the appropriate access to air and the wearer's skin. Limited power is available from body-­‐worn batteries and heat must be managed to prevent discomfort. If the clothing is to be washed, there are additional durability and washability hurdles that traditional electronics are not designed to address. Finally, each specific capability has unique technical challenges that will likely require unique solutions. In addition to the technical challenges, development of wearable devices is made more difficult by the diversity of skills required and the historic lack of collaboration across domains. Wearable technology development requires expertise in textiles engineering, apparel design, software and computer engineering, electronic design and manufacturing, human factors engineering, and application-­‐specific fields such as acoustics, medical devices, and sensing. Knowledge from each of these domains must be integrated to create functional and comfortable devices. For this reason, the diversity of knowledge and experience represented in the Wearable Technology is critical to overcoming the fundamental challenges in the field.

Simon, Cory↗

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.↗

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

With the upcoming shift to extra‐long duration missions (1 year) aboard the ISS, sensorimotor adaptations during transitory periods in‐and‐out of microgravity are more important to understand and prepare for. Advances in virtual reality technology enables everyday adoption of these tools for entertainment and use in training. Experiencing virtual environments (VE) allows for the manipulation of visual flow to elicit automatic motor behavior and produce sensorimotor adaptation (SA). Recently, the ability to train individuals using repeatable and varied exposures to SA challenges has shown success by improving performance during exposure to a novel environment (Batson 2011). This capacity to 'learn to learn' is referred to as sensorimotor adaptive generalizability and, through the use of treadmill training, represents an untapped potential for individualized countermeasures. The goal of this study is to determine the feasibility of present head mounted displays (HMDs) to produce compelling visual flow information and the expected adaptations for use in future SA treadmill‐based countermeasures. Participants experience infinite hallways providing congruent (baseline) or incongruent visual information (half or double speed) via HMD while walking on an instrumented treadmill at 1.1m/s. As gait performance approaches baseline levels, an adaptation time constant is derived to establish individual time‐to‐adapt (TTA). It is hypothesized that decreasing the TTA through SA treadmill training will facilitate sensorimotor adaptation during gravitational transitions. In this way, HMD technology represents a novel platform for SA training using off‐the‐shelf consumer products for greater training flexibility in astronaut and terrestrial applications alike.

Madansingh, S.↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Stroboscopic Goggles as a Countermeasure for Dynamic Visual Acuity and Landing Sickness in Crewmembers Returning from Long-Duration Spaceflight

Long-term exposure to microgravity causes sensorimotor adaptations that result in functional deficits upon returning to a gravitational environment. At landing, the vestibular system and the central nervous system, responsible for coordinating head and eye movements via the vestibulo-occular reflex (VOR), are adapted to microgravity and must re-adapt to the Earth's gravitational environment. This re-adaptation causes decrements in gaze control and dynamic visual acuity, with astronauts reporting oscillopsia and blurred vision. These effects are caused by retinal slip, or the inability to keep an image focused on their retina, which is thought to drive motion sickness symptoms experienced upon landing. Retinal slip can be estimated by dynamic visual acuity (DVA); visual acuity while in motion. Peters et al. (2011) find that DVA is worsened in astronauts by an average of 0.75 eye-chart lines one day after landing. Previously, the use of stroboscopic goggles has shown to be effective in minimizing motion sickness symptoms due to retinal slip (Reschke et al. 2007). In this study, we simulated the decrement in DVA caused by sensorimotor re-adaptation by using minifying lenses and then testing the efficacy of stroboscopic goggles in preventing retinal slip and improving DVA. Dynamic visual acuity is assessed using an oscillating chair developed in the Neuroscience Laboratory at JSC. This chair is motor-driven and oscillates vertically at 2 Hz with a vertical displacement of +/- 2 cm to simulate the vertical translations that occur while walking. As the subject is being oscillated, they are asked to discern the direction of Landolt-C optotypes of varying sizes and record their direction using a gamepad. The visual acuity thresholds are determined using an algorithm that alters the size of the optotype based on the previous responses of the subject using a forced-choice best parameter estimation that is able to rapidly converge on the threshold value. Visual acuity thresholds were determined both for static (seated) and dynamic (oscillating) conditions. Dynamic visual acuity is defined as the difference between the dynamic and static conditions. We found that healthy subjects (n=20) have a significantly impaired DVA while wearing the minifying lenses, demonstrating that the VOR is in an adaptive state and retinal slip is occurring. When subjects' acuity was tested wearing the stroboscopic goggles with the minifying lenses, there was no significant difference in their DVA compared to their baseline DVA. This suggests that stroboscopic goggles are preventing retinal slip and would function as an efficient countermeasure for VOR adaptations and thus help mitigate landing sickness symptoms experienced by long-duration crewmembers. These goggles might also be used to counter blurred vision (caused by retinal slip) experienced by crewmembers during launch where the vehicle vibrations are greatest. The stroboscopic effect could be built into a section of their head mounted displays on the visor of their helmets to be used in these high vibration situation if a mission critical task is necessary.

Rosenberg, M. J. F.↗

Holographic Rovers: Augmented Reality and the Microsoft HoloLens

Augmented Reality is an emerging field in technology, and encompasses Head Mounted Displays, smartphone apps, and even projected images. HMDs include the Meta 2, Magic Leap, Avegant Light Field, and the Microsoft HoloLens, which is evaluated specifically. The Microsoft HoloLens is designed to be used as an AR personal computer, and is being optimized with that goal in mind. Microsoft allied with the Unity3D game engine to create an SDK for interested application developers that can be used in the Unity environment.

augmented reality↗

Virtual Reality and Oceanography: Overview, Applications, and Perspective

With the ongoing, exponential increase in ocean data from autonomous platforms, satellites, models, and in particular, the growing field of quantitative imaging, there arises a need for scalable and cost-efficient visualization tools to interpret these large volumes of data. With the recent proliferation of consumer grade head-mounted displays, the emerging field of virtual reality (VR) has demonstrated its benefit in numerous disciplines, ranging frommedicine to archeology. However, these benefits have not received asmuch attention in the ocean sciences. Here, we summarize some of the ways that virtual reality has been applied to this field. We highlight a few examples in which we (the authors) demonstrate the utility of VR as a tool for ocean scientists. For oceanic datasets that are well-suited for three-dimensional visualization, virtual reality has the potential to enhance the practice of ocean science.

Noah L Walcutt↗

A Virtual Reality Planning Environment for High-Risk, High-Latency Teleoperation

Teleoperation of robots in space is challenging due to high latency and limited workspace visibility. Previously, the Interactive Planning and Supervised Execution (IPSE) and Augmented Virtuality systems were developed to reduce failure risk. These tools were visualized on a 3D da Vinci surgical console and operated using the da Vinci manipulators or visualized on conventional monitors and operated with a keyboard and mouse. Experimental studies indicated operator preference for the latter. In this work, we develop a 3D virtual reality (VR) interface for IPSE, implemented on a Meta Quest 2 head-mounted display (HMD), and evaluate it against the prior 2D, keyboard-and-mouse-based interface. The results demonstrate improved operator load with the 3D VR interface, with no decrease in task performance, while also providing cost and portability benefits compared to the conventional 2D interface.

Will Pryor↗

Head-Mounted and Head-Up Display Glossary

One of the problems in head-up and helmet-mounted display (HMD) literature has been a lack of standardization of words and abbreviations. Several different words have been used for the same concept; for example, flight path angle, flight path marker, velocity vector, and total velocity vector all refer to the same thing. In other cases, the same term has been used with two different meanings, such as binocular field-of-view which means the field-of-view visible to both left and right eyes according to some or the field-of-view visible to either the left or right eye or both according to others. Many of the terms used in HMD studies have not been well-defined. We need to have a common language to ensure that system descriptions are communicated. As an example, the term 'stabilized' has been widely used with two meanings. 'Roll-stabilized' has been used to mean a symbol which rotates to indicate the roll or bank of the aircraft. 'World-stabilized' and 'head-stabilized' have both been used to indicate symbols which move to remain fixed with respect to external objects. HMDs present unique symbology problems not found in HUDs. Foremost among these is the issue of maintaining spatial orientation of the symbols. All previous flight displays, round dial instruments, HDDs, and HUDs have been fixed in the cockpit. With the HMD, the flight display can move through a large angle. The coordinates use in transforming from the real-world to the aircraft to the HMD have not been consistently defined. This glossary contains terms relating to optics and vision, displays, and flight information, weapons and aircraft systems. Some definitions, such as Navigation Display, have been added to clarify the definitions for Primary Flight Display and Primary Flight Reference. A list of HUD/HMD related abbreviations is also included.

Newman, Richard L.↗

Binocular Convergence and Errors in Judged Distance While Using Head-mounted See-through Displays

Previous observations have shown that optical superposition of a physical backdrops at the judged depth of a stereoscopic virtual image moves the judged depth closer to the observer. This effect was more pronounced for slowly moving physical backdrops and was not enhanced when the virtual image was rendered as a flat shaded solid object rather than a open wire-frame. Since this change in rendering making the virtual image more completely occlude the backdrop did not effect its judged depth and since the motion of the backdrop which would have attracted visual attention and binocular convergence did Increase its perceptual displacement, it was concluded that the change In Judged depth was not due to the perceived occlusion. Rather it was concluded to be due to an increase in binocular convergence. An experimental test of this hypothesis using a unobtrusive nonius technique to detect absolute and relative convergence has confirmed the presence of convergence correlated with the magnitude of the change in judged position of this virtual Image. The practical implications of this cause are demonstrated by a second study using monocular, biocular and stereoscopic viewing conditions and the consequences for the design of head-mounted see-through displays for near work are discussed.

Ellis, Stephen R.↗

Visual cueing considerations in Nap-of-the-Earth helicopter flight head-slaved helmet-mounted displays

The pilot's ability to derive Control-Oriented Visual Field Information from teleoperated Helmet-Mounted displays in Nap-of-the-Earth flight, is investigated. The visual field with these types of displays, commonly used in Apache and Cobra helicopter night operations, originates from a relatively narrow field-of-view Forward Looking Infrared Radiation Camera, gimbal-mounted at the nose of the aircraft and slaved to the pilot's line-of-sight, in order to obtain a wide-angle field-of-regard. Pilots have encountered considerable difficulties in controlling the aircraft by these devices. Experimental simulator results presented here indicate that part of these difficulties can be attributed to head/camera slaving system phase lags and errors. In the presence of voluntary head rotation, these slaving system imperfections are shown to impair the Control-Oriented Visual Field Information vital in vehicular control, such as the perception of the anticipated flight path or the vehicle yaw rate. Since, in the presence of slaving system imperfections, the pilot will tend to minimize head rotation, the full wide-angle field-of-regard of the line-of-sight slaved Helmet-Mounted Display, is not always fully utilized.

Grunwald, Arthur J.↗

Distance Perception of Stereoscopically Presented Virtual Objects Optically Superimposed on Physical Objects by a Head-Mounted See-Through Display

The influence of physically presented background stimuli on the perceived depth of optically overlaid, stereoscopic virtual images has been studied using headmounted stereoscopic, virtual image displays. These displays allow presentation of physically unrealizable stimulus combinations. Positioning of an opaque physical object either at the initial perceived depth of the virtual image or at a position substantially in front of the virtual image, causes the virtual image to perceptually move closer to the observer. In the case of objects positioned substantially in front of the virtual image, subjects often perceive the opaque object to become transparent. Evidence is presented that the apparent change of position caused by interposition of the physical object is not due to occlusion cues. According, it may have an alternative cause such as variation in the binocular vengeance position of the eyes caused by introduction of the physical object. This effect may complicate design of overlaid virtual image displays for near objects and appears to be related to the relative conspicuousness of the overlaid virtual image and the background. Consequently, it may be related to earlier analyses of John Foley which modeled open-loop pointing errors to stereoscopically presented points of light in terms of errors in determination of a reference point for interpretation of observed retinal disparities. Implications for the design of see-through displays for manufacturing will be discussed.

Ellis, Stephen R.↗