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At least 73 records · Page 4

Inertial Motion-Tracking Technology for Virtual 3-D

In the 1990s, NASA pioneered virtual reality research. The concept was present long before, but, prior to this, the technology did not exist to make a viable virtual reality system. Scientists had theories and ideas they knew that the concept had potential, but the computers of the 1970s and 1980s were not fast enough, sensors were heavy and cumbersome, and people had difficulty blending fluidly with the machines. Scientists at Ames Research Center built upon the research of previous decades and put the necessary technology behind them, making the theories of virtual reality a reality. Virtual reality systems depend on complex motion-tracking sensors to convey information between the user and the computer to give the user the feeling that he is operating in the real world. These motion-tracking sensors measure and report an object s position and orientation as it changes. A simple example of motion tracking would be the cursor on a computer screen moving in correspondence to the shifting of the mouse. Tracking in 3-D, necessary to create virtual reality, however, is much more complex. To be successful, the perspective of the virtual image seen on the computer must be an accurate representation of what is seen in the real world. As the user s head or camera moves, turns, or tilts, the computer-generated environment must change accordingly with no noticeable lag, jitter, or distortion. Historically, the lack of smooth and rapid tracking of the user s motion has thwarted the widespread use of immersive 3-D computer graphics. NASA uses virtual reality technology for a variety of purposes, mostly training of astronauts. The actual missions are costly and dangerous, so any opportunity the crews have to practice their maneuvering in accurate situations before the mission is valuable and instructive. For that purpose, NASA has funded a great deal of virtual reality research, and benefited from the results.

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Holodeck Testbed Project

The main objective of the Holodeck Testbed is to create a cost effective, realistic, and highly immersive environment that can be used to train astronauts, carry out engineering analysis, develop procedures, and support various operations tasks. Currently, the Holodeck testbed allows to step into a simulated ISS (International Space Station) and interact with objects; as well as, perform Extra Vehicular Activities (EVA) on the surface of the Moon or Mars. The Holodeck Testbed is using the products being developed in the Hybrid Reality Lab (HRL). The HRL is combining technologies related to merging physical models with photo-realistic visuals to create a realistic and highly immersive environment. The lab also investigates technologies and concepts that are needed to allow it to be integrated with other testbeds; such as, the gravity offload capability provided by the Active Response Gravity Offload System (ARGOS). My main two duties were to develop and animate models for use in the HRL environments and work on a new way to interface with computers using Brain Computer Interface (BCI) technology. On my first task, I was able to create precise computer virtual tool models (accurate down to the thousandths or hundredths of an inch). To make these tools even more realistic, I produced animations for these tools so they would have the same mechanical features as the tools in real life. The computer models were also used to create 3D printed replicas that will be outfitted with tracking sensors. The sensor will allow the 3D printed models to align precisely with the computer models in the physical world and provide people with haptic/tactile feedback while wearing a VR (Virtual Reality) headset and interacting with the tools. Getting close to the end of my internship the lab bought a professional grade 3D Scanner. With this, I was able to replicate more intricate tools at a much more time-effective rate. The second task was to investigate the use of BCI to control objects inside the hybrid reality ISS environment. This task looked at using an Electroencephalogram (EEG) headset to collect brain state data that could be mapped to commands that a computer could execute. On this Task, I had a setback with the hardware, which stopped working and was returned to the vendor for repair. However, I was still able to collect some data, was able to process it, and started to create correlation algorithms between the electrical patterns in the brain and the commands we wanted the computer to carry out. I also carried out a test to investigate the comfort of the headset if it is worn for a long time. The knowledge gained will benefit me in my future career. I learned how to use various modeling and programming tools that included Blender, Maya, Substance Painter, Artec Studio, Github, and Unreal Engine 4. I learned how to use a professional grade 3D scanner and 3D printer. On the BCI Project I learned about data mining and how to create correlation algorithms. I also supported various demos including a live demo of the hybrid reality lab capabilities at ComicPalooza. This internship has given me a good look into engineering at NASA. I developed a more thorough understanding of engineering and my overall confidence has grown. I have also realized that any problem can be fixed, if you try hard enough, and as an engineer it is your job to not only fix problems but to embrace coming up with solutions to those problems.

Arias, Adriel↗

Extended Heat Transfer Model Dataset

Data repository for the paper: Molerus and Wirth's Heat Transfer Model for Bubbling Fluidized Beds: Proposal for an Extended Model Including Immersed Tube Banks and Particle Cross-Flow Powder Technology 2025

contact time↗

Dissemination of information about the technologies of the Vision Research Lab through the World Wide Web

The Vision Research Lab at NASA John Glenn Research Center is headed by Dr. Rafat Ansari. Dr. Ansari and other researchers have developed technologies that primarily use laser and fiber optics to non-invasively detect different ailments and diseases of the eye. One of my goals as a LERCIP intern and ACCESS scholar for the 2004 summer is to inform other NASA employees, researchers and the general public about these technologies through the development of a website. The website incorporates the theme that the eye is a window to the body. Thus by investigating the processes of the eye, we can better understand and diagnosis different ailments and diseases. These ailments occur in not only earth bound humans, but astronauts as well as a result of exposure to elevated levels of radiation and microgravity conditions. Thus the technologies being developed at the Vision Research Lab are invaluable to humans on Earth in addition to those astronauts in space. One of my first goals was to research the technologies being developed at the lab. The first several days were spent immersing myself in the various articles, journals and reports about the theories behind Dynamic Light Scattering, Laser Doppler Flowmetry, Autofluoresence, Raman Spectroscopy, Polarimetry and Oximetry. Interviews with the other researchers proved invaluable to help understand these theories as well gain hands on experience with the devices being developed using these technologies. The rest of the Vision Research Team and I sat down and discussed how the overall website should be presented. Combining this information with the knowledge of the theories and applications of the hardware being developed, I worked out different ideas to present this information. I quickly learned Paint Shop Pro 8 and FrontPage 2002, as well as using online tutorials and other resources to help design an effective website. The Vision Research Lab website incorporates the anatomy and physiology of the eye, different diseases that affect the eye and the technologies being develop at the lab to help diagnosis these diseases. It also includes background information on Dr. Ansari as well as other researchers involved in the lab and it includes segments on patents, awards and achievements. There are links to help viewers navigate to internal and external websites to further investigate different ideas and hrther understand the implications of these technologies at being developed.

Dorais, Christopher M.↗

R.U.N. Motion VR Boots: Realistic Unimpeded Natural (RUN) Motion Boots for VR gaming in the comfort of your home

Virtual reality (VR) gaming has experienced increasingly widespread adoption in recent years largely due to the development of affordable, consumer-grade headsets equipped with high quality, miniature displays and compact sensors for motion tracking. These devices are now able to provide users with immersive experiences that far surpass what traditional video games can achieve. However, despite these technological strides, a fundamental limitation remains: VR users are unable to move freely in their physical environment without the risk of colliding with real-world obstacles and hazards. This safety concern significantly restricts the level of immersion and natural movement possible in VR gaming.

42 ENGINEERING↗

Hybrid Reality Lab Capabilities - Video 2

Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

Delgado, Francisco J.↗

CubeSat Infrared Atmospheric Sounder (CIRAS) NASA InVEST Technology Demonstration

Infrared sounders measure the upwelling radiation of the Earth in the Midwave Infrared (MWIR) and Longwave Infrared (LWIR) region of the spectrum with global daily coverage from space. The observed radiances are assimilated into weather forecast models and used to retrieve lower tropospheric temperature and water vapor for climate studies. There are several operational sounders today including the Atmospheric Infrared Sounder (AIRS) on Aqua, the Crosstrack Infrared Sounder (CrIS) on Suomi NPP and JPSS, and the Infrared Atmospheric Sounding Interferometer (IASI) on the MetOp spacecraft. The CubeSat Infrared Atmospheric Sounder (CIRAS) is a NASA In-flight Validation of Earth Science Technologies (InVEST) program to demonstrate three new instrument technologies in an imaging sounder configuration. The first is a 2D array of High Operating Temperature Barrier Infrared Detector (HOT-BIRD) material, selected for its high uniformity, low cost, low noise and higher operating temperatures than traditional materials. The detectors are hybridized to a commercial ROIC and commercial camera electronics. The second technology is a MWIR Grating Spectrometer (MGS) designed to provide imaging spectroscopy for atmospheric sounding in a CubeSat volume. The MGS employs an immersion grating or grism, has no moving parts, and is based on heritage spectrometers including the OCO-2. The third technology is a Black Silicon infrared blackbody calibration target. The Black Silicon offers very low reflectance over a broad spectral range on a flat surface and is more robust than carbon nanotubes. JPL will also develop the mechanical, electronic and thermal subsystems for the CIRAS payload. The spacecraft will be a commercially available CubeSat. The integrated system will be a complete 6U CubeSat capable of measuring temperature and water vapor profiles with good lower tropospheric sensitivity. The low cost of CIRAS enables multiple units to be flown to improve temporal coverage or measure 3D Atmospheric Motion Vector (AMV) winds. CIRAS will launch in 2019 and is only a technology demonstration. However, what we learn will benefit future instruments that support operational weather forecasting and climate studies.

Pagano, Thomas S.↗

Heterogeneous Visualization: A Call for Empirically Driven Technology Advancement and Adoption; Preprint

Our ability to generate data from simulations and experimental platforms is generally outpacing our ability to analyze those data efficiently and effectively. There are a growing number and variety of possible visualization display modalities, from commodity head-mounted displays to large-scale immersive environments, from desktop and touch displays to high-resolution display walls. Many of these visualization technologies and visual environments are rapidly evolving and could revolutionize analysis for certain classes of complex scientific and engineering data. However, the choice of what technology or combination of technologies to use has historically been largely ad hoc and lacks a carefully validated understanding of how to best utilize different visualization technologies to advance the science. To maximize the impact of our data and analyses, it is imperative that we use the most effective visualization environments for the analysis task at hand.

heterogeneous visualization↗

An Overview of Virtual Acoustic Simulation of Aircraft Flyover Noise

Methods for testing human subject response to aircraft flyover noise have greatly advanced in recent years as a result of advances in simulation technology. Capabilities have been developed which now allow subjects to be immersed both visually and aurally in a three-dimensional, virtual environment. While suitable for displaying recorded aircraft noise, the true potential is found when synthesizing aircraft flyover noise because it allows the flexibility and freedom to study sounds from aircraft not yet flown. A virtual acoustic simulation method is described which is built upon prediction-based source noise synthesis, engineering-based propagation modeling, and empirically-based receiver modeling. This source-path-receiver paradigm allows complete control over all aspects of flyover auralization. With this capability, it is now possible to assess human response to flyover noise by systematically evaluating source noise reductions within the context of a system level simulation. Examples of auralized flyover noise and movie clips representative of an immersive aircraft flyover environment are made in the presentation.

Rizzi, Stephen A.↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) will soon land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. The Joint Augmented Reality Visual Informatics System (Joint AR) at NASA Johnson Space Center (JSC) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and compute system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing an AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A foundational VR testbed was established, providing a high-fidelity approximation of the lunar surface and enabling testing of envisioned AR system features in parallel with real world product development. Using this environment, a series of human-in-the-loop experiments were conducted using VR to deploy a notional AR system supporting use cases envisioned for lunar exploration extravehicular activity (xEVA). Our findings indicate VR is a powerful and immersive tool for testing capabilities which extend beyond the limitations of current AR technology. Our VR testbed enables early testing of proposed system features, advancing identification of high-value features and driving present-day development of Joint AR. Future work directions are discussed, including lessons learned and a roadmap for an iterative research and development approach applying VR (among other testbeds) to accelerate Joint AR system maturation.

Augmented reality↗

User Directed Tools for Exploiting Expert Knowledge in an Immersive Segmentation and Visualization Environment

Volumetric data sets have become common in medicine and many sciences through technologies such as computed x-ray tomography (CT), magnetic resonance (MR), positron emission tomography (PET), confocal microscopy and 3D ultrasound. When presented with 2D images humans immediately and unconsciously begin a visual analysis of the scene. The viewer surveys the scene identifying significant landmarks and building an internal mental model of presented information. The identification of features is strongly influenced by the viewers expectations based upon their expert knowledge of what the image should contain. While not a conscious activity, the viewer makes a series of choices about how to interpret the scene. These choices occur in parallel with viewing the scene and effectively change the way the viewer sees the image. It is this interaction of viewing and choice which is the basis of many familiar visual illusions. This is especially important in the interpretation of medical images where it is the expert knowledge of the radiologist which interprets the image. For 3D data sets this interaction of view and choice is frustrated because choices must precede the visualization of the data set. It is not possible to visualize the data set with out making some initial choices which determine how the volume of data is presented to the eye. These choices include, view point orientation, region identification, color and opacity assignments. Further compounding the problem is the fact that these visualization choices are defined in terms of computer graphics as opposed to language of the experts knowledge. The long term goal of this project is to develop an environment where the user can interact with volumetric data sets using tools which promote the utilization of expert knowledge by incorporating visualization and choice into a tight computational loop. The tools will support activities involving the segmentation of structures, construction of surface meshes and local filtering of the data set. To conform to this environment tools should have several key attributes. First, they should be only rely on computations over a local neighborhood of the probe position. Second, they should operate iteratively over time converging towards a limit behavior. Third, they should adapt to user input modifying they operational parameters with time.

Senger, Steven O.↗

CFD Data on a Vertical Axis Wave Turbine

In this study January to July, 2023, different variations of the original geometry of a vertical-axis wave turbine (VAWT) were generated and evaluated for hydrodynamic power efficiency using computational fluid dynamics (CFD). The key geometrical parameters considered in this parametric study included the chord length of the rotor blades and the horizontal semi-axis length. The immersion depth of the rotor was also examined as a key deployment parameter for the wave turbine. The CFD simulation results revealed that a medium chord length of the blade (i.e., the same as that of the baseline design) and a shorter horizontal semi-axis for the guide curve of the blade than that of the baseline design resulted in higher hydrodynamic power to extract. With the most efficient turbine rotor geometry identified in this study, a deployment depth that could assure full submergence of the rotor in waves but as close to the free surface as possible led to a higher hydrodynamic power. These findings revealed a pathway for the improvement of the wave turbine energy efficiency.

16 TIDAL AND WAVE POWER↗

A fourth order sharp immersed method for the incompressible Navier-Stokes equations with stationary and moving boundaries and interfaces

We propose a fourth order Navier-Stokes solver based on the immersed interface method (IIM), for flow problems with stationary and one-way coupled moving boundaries and interfaces. Our algorithm employs a Runge-Kutta-based projection method that maintains high-order temporal accuracy in both velocity and pressure for steady and unsteady velocity boundary conditions. Fourth order spatial accuracy is achieved through a novel fifth order IIM discretization scheme for the advection term, as well as existing high-order interface-corrected finite difference schemes for the other differential operators. Using a set of manufactured flow problems with stationary and moving boundaries, we demonstrate fourth order convergence of velocity and pressure in the infinity norm, both inside the domain and on the immersed boundaries. The solver’s performance is further validated through a range of practical flow simulations, highlighting its efficiency over a second order scheme. Finally, we showcase the ability of our immersed discretization scheme to handle interface-coupled multiphysics problems by solving a conjugate heat transfer problem with multiple immersed solids. Overall, the proposed approach robustly combines the efficiency of high order discretization schemes with the flexibility of immersed discretizations for flow problems with complex, moving boundaries and interfaces.

42 ENGINEERING↗

Walking the Walk/Talking the Talk: Mission Planning with Speech-Interactive Agents

The application of simulation technology to mission planning and rehearsal has enabled realistic overhead 2-D and immersive 3-D "fly-through" capabilities that can help better prepare tactical teams for conducting missions in unfamiliar locales. For aircrews, detailed terrain data can offer a preview of the relevant landmarks and hazards, and threat models can provide a comprehensive glimpse of potential hot zones and safety corridors. A further extension of the utility of such planning and rehearsal techniques would allow users to perform the radio communications planned for a mission; that is, the air-ground coordination that is critical to the success of missions such as close air support (CAS). Such practice opportunities, while valuable, are limited by the inescapable scarcity of complete mission teams to gather in space and time during planning and rehearsal cycles. Moreoever, using simulated comms with synthetic entities, despite the substantial training and cost benefits, remains an elusive objective. In this paper we report on a solution to this gap that incorporates "synthetic teammates" - intelligent software agents that can role-play entities in a mission scenario and that can communicate in spoken language with users. We employ a fielded mission planning and rehearsal tool so that our focus remains on the experimental objectives of the research rather than on developing a testbed from scratch. Use of this planning tool also helps to validate the approach in an operational system. The result is a demonstration of a mission rehearsal tool that allows aircrew users to not only fly the mission but also practice the verbal communications with air control agencies and tactical controllers on the ground. This work will be presented in a CAS mission planning example but has broad applicability across weapons systems, missions and tactical force compositions.

Bell, Benjamin↗

Virtual Environment Platform for OT/IT Training Enhancement

TRADITIONAL TECHNIQUES OT/IT Concepts Operational Technology (OT) and Information Technology (IT) concepts can often be difficult to visualize Teaching Methods Traditional teaching methods lack the intuitive & immersive aspects of hands-on activities Caveat: Unless taught by Team B! Physical Limitations Digital Twins require existing systems/hardware to mirror UPDATED TECHNIQUES Virtual Environment By making use of a virtual environment, we can represent abstract concepts in a more approachable and digestible way Increased Engagement Students are more engaged with the activities and are more likely to retain the information they are given. New/Emerging Technologies As the system is currently growing and developing, the technologies in use, as well as those represented by the system, stay up-to-date.

Deroller, Nicholas F.↗

Advanced Visualization for Scientific Data Analysis and Insight [Slides]

This talk will explore how we have used advanced visualization technologies to support analytical reasoning and knowledge discovery. Specifically, we will present several examples detailing some recent scientific successes using state-of-the-art immersive and high-resolution visualization at the National Renewable Energy Laboratory's Computational Science Center. On multiple occasions, we have observed scientists and engineers discover features in their data using advanced visualization technologies that they had not seen in prior investigations of their data on traditional desktop displays. We have embedded more information into our analytics tools, allowing engineers to explore complex multivariate spaces. We have observed how interactions seem to catalyze understanding.

97 MATHEMATICS AND COMPUTING↗