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At least 73 records · Page 4

Rotational and Translational Velocity and Acceleration Thresholds for the Onset of Cybersickness in Virtual Reality

This paper determined rotational and translational velocity and acceleration thresholds for the onset of cybersickness. Cybersickness causes discomfort and discourages the widespread use of virtual reality systems for both recreational and professional use. Visual motion or optic flow is known to be one of the main causes of cybersickness due to the sensory conflict it creates with the vestibular system. The aim of this experiment is to detect rotational and translational velocity and acceleration thresholds that cause the onset of cybersickness. Participants were exposed to a moving particle field in virtual reality for a few seconds per run. The field moved in different directions (longitudinal, lateral, roll, and yaw), with different velocity profiles (steady and accelerating), and different densities. Using a staircase procedure, that controlled the speed or acceleration of the field, we detected the threshold at which participant started to feel temporary symptoms of cybersickness. The optic flow was quantified for each motion type and by modifying the number of features, the same amount of optic flow was present in each scene. Having the same optic flow in each scene allows a direct comparison of the thresholds. The results show that the velocity and acceleration thresholds for rotational optic flow were significantly lower than for translational optic flow. The thresholds suggestively decreased with the decreasing particle density of the scene. Finally, it was found that all the rotational and translational thresholds strongly correlate with each other. While the mean values of the thresholds could be used as guidelines to develop virtual reality applications, the high variability between individuals implies that the individual tuning of motion controls would be more effective to reduce cybersickness while minimizing the impact on the experience of immersion.

Terenzi, Lorenzo↗

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↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Realizing a Spacesuit Compatible Augmented Reality System to Meet the Work Needs of Future Human Spaceflight Exploration

In this paper, we identify the broad range of challenges associated with creating an augmented reality for future spaceflight missions. The challenges were framed within a sociotechnical framework to explore how an imagined augmented reality system might one day help crew cope with future exploration mission demands. Key challenges include an augmented reality system cannot simply be designed to help a single suited astronaut and must enable the broader mission team. There exists a host of optical, compute, and control technical challenges that must be simultaneously addressed while the work domain itself is in development. There exist limited methods to help cope with the envisioned world problem; however, we emphasize a few strategies to articulate work design assumptions and host this detail in a transparent fashion. Finally, we note the broader organizational constraints that shape the creation of such novel technology for spaceflight. By addressing these broad range of challenges directly, early in the design and development process, key trade-offs can be considered and fundamental concerns within the community can be addressed to yield desired mission outcomes.

Matthew J. Miller↗

ViRPET--combination of virtual reality and PET brain imaging

Various methods, systems and apparatus are provided for brain imaging during virtual reality stimulation. In one example, among others, a system for virtual ambulatory environment brain imaging includes a mobile brain imager configured to obtain positron emission tomography (PET) scans of a subject in motion, and a virtual reality (VR) system configured to provide one or more stimuli to the subject during the PET scans. In another example, a method for virtual ambulatory environment brain imaging includes providing stimulation to a subject through a virtual reality (VR) system; and obtaining a positron emission tomography (PET) scan of the subject while moving in response to the stimulation from the VR system. The mobile brain imager can be positioned on the subject with an array of imaging photodetector modules distributed about the head of the subject.

60 APPLIED LIFE SCIENCES↗

ViRPET—combination of virtual reality and PET brain imaging

Various methods, systems and apparatus are provided for brain imaging during virtual reality stimulation. In one example, among others, a system for virtual ambulatory environment brain imaging includes a mobile brain imager configured to obtain positron emission tomography (PET) scans of a subject in motion, and a virtual reality (VR) system configured to provide one or more stimuli to the subject during the PET scans. In another example, a method for virtual ambulatory environment brain imaging includes providing stimulation to a subject through a virtual reality (VR) system; and obtaining a positron emission tomography (PET) scan of the subject while moving in response to the stimulation from the VR system. The mobile brain imager can be positioned on the subject with an array of imaging photodetector modules distributed about the head of the subject.

Majewski, Stanislaw↗

Improving Decommissioning Success using the Tool of Virtual Reality; Increasing Worker Safety and Project Schedule Stability - 17193

operations, especially underwater, is essential. Equally essential is a precise game plan for disassembly which focuses attention on the skilled remote handling operators who must produce the results. Project success is based on clean, efficient cuts and take-aways, prepared paths for waste placement and containment, programmed return paths; and practice, practice, practice on the part of the operators. Recently, our Partner, WAK Ruackbau- und Entsorgungs- GmbH (Decommissioning and Waste Management Company) was tasked with dismantling and decommissioning the Karlsruhe Reprocessing Plant. The most difficult task in this project is the dismantling of the vitrification plant. Waelischmiller was selected to address this high-consequence project. Together, WAK and Waelischmiller determined that development of a virtual reality suite, where management and operators could create a virtual vitrification layout and subsequently map and rehearse their dismantling plan was essential. This approach, using Virtual Reality (VR) as a tool in streamlining operations and rehearsing difficult moves and cuts, will be a game changer for this and future projects. It will be a first-of-a-kind in Germany. The VR suite is contained in a room at the Karlsruhe facility with a large screen, control cabinet, simulation computer, a Waelischmiller Joyarm and Masterarm. To support the dismantling of the vitrification plant, WAK/HWM will conduct interactive feasibility studies for each dismantling step. All movements; cuts, take-aways and vessel segment insertion into transportation and disposal casks will be established, programed and practiced within virtual test suite. This allows savings in cost-intensive and complex construction of test rigs. Operating personnel can be trained in the VR suite, without taking the risk of damaging expensive remote handling equipment.While the operators are working on the operating element, they stand in front of a wide screen. Instead of a real TELBOT{sup R}, a virtual TELBOT{sup R} is moving on the screen in virtual reality. While practicing, the operators cannot damage the arm and the equipment, which is a big advantage. Moreover an interactive feasibility study can be realized without building a real test rig (mock-up). Consequently significant cost-expenses can be reduced. This paper will describe the virtual suite used by the WAK in Karlsruhe and the advantages of this new and innovative approach, which is unique in decommissioning of nuclear facilities. The viewpoint of each (WAK and HWM), and the decisions and benefits realized along the project path will be detailed in the paper. (authors)

12 MANAGEMENT OF RADIOACTIVE AND NON-RADIOACTIVE W↗

3D Reconstruction, Augmented Reality, and Telerobotic Operation - 18297

For nuclear facility decommissioning and waste cleanup, it is necessary to deploy simple and robust robots in remote sites performing precise and dexterous manipulation under teleoperation. To meet the challenge, this paper presents a new remote operation method based on augmented reality for intuitive and efficient teleoperation. The enhanced teleoperation system incorporates three technology components - 3D sensing and reconstruction, augmented reality, and teleoperation. The 3D reconstruction technology utilizes 3D cameras and constructs a 3D geometric model of the environment. Compared to the state-of-the- art technology, the presented 3D reconstruction has greater spatial precision and dynamic object tracking capability, which enhances the precision of manipulation tasks in a dynamic environment. The augmented reality technology entails generation of virtual surfaces of various geometries and dynamic characteristics, as well as consistent perceptual overlay in camera, robot and operator hand control spaces. Teleoperation is demonstrated with a dual-arm robot system operated under Robot Operating System (ROS). (authors)

12 MANAGEMENT OF RADIOACTIVE AND NON-RADIOACTIVE W↗

Chapter 18: Learning and Tracking Ad Hoc Fiducial Markers in Spatial Augmented Reality

We describe a spatial augmented reality system with a tangible user interface used to control computer simulations of complex systems. In spatial augmented reality, the user’s physical space is augmented with projected imagery, blending real objects with projected information, and a tangible user interface enables users to manipulate physical objects as controllers for interactive visualizations. Our system learns ad hoc objects in the user’s environment as fiducial markers (i.e., objects that are visually recognized and tracked). When combined with simulation and visualization tools, these interfaces allow the user to control simulations or ensembles of simulations via physical objects using apt metaphors. While other research has leveraged the use of depth cameras, our system enables the use of standard cameras in readily available smartphones and webcams and has an implementation that runs completely in JavaScript in the web browser. We discuss the prerequisite object-recognition requirements for such tangible user interfaces and describe computer-vision and machine-learning algorithms meeting those requirements. We conclude by presenting example applications, which are also available online.

energy distribution↗

Lunar Surface Mixed Reality and ARGOS Trainer

This Artemis focused Mixed Reality (MR) and ARGOS project extends the current VR/ARGOS CIF project to enhance and add VR/MR capabilities to support analysis, training and risk reduction for lunar surface EVA operations in the extreme South Pole lunar environment. This third year focused on establishing a functional trainer for crew that supports the ingress/egress of a lander as well as surface tasks such as sample collection and tool deployment and operation. Completed enhancements include improving hand tracking, the addition of supporting mixed reality surface operations, and the implementation of a higher fidelity body tracking capability through a motion capture system.

Lunar↗

Trades, Architecture, and Design of the Joint Augmented Reality Visual Informatics (Joint AR) Product

Future expeditions will enable exploration and study of the planetary surfaces of the Moon and Mars by performing extravehicular activity (EVA) operations. Present-day International Space Station (ISS) EVA operations require an intricate and tight choreography of crew, space suits, tools, systems, and flight teams to plan, train, and execute with limited advanced informatics. Additionally, EVA operations, aside from the Apollo Lunar surface missions, have predominately focused on maintenance and construction tasks where success criteria are clearly measurable. However, future exploration missions expect to enable crew to carry out scientific objectives in increasingly Earth-independent ways. In this paper, the Joint Augmented Reality Visual Informatics System (Joint AR) characterizes the design space for developing a modular augmented reality (AR) device for a spacesuit form factor that can support crew decision-making for EVA. This paper highlights the project’s experience with a product-focused management style and use-case centered systems engineering approach to iteratively design, build, and test. The Joint AR product features were defined via trade studies and market analysis of previous EVA display efforts, various AR components such as optics, commercial AR systems, light engines, data interfaces, graphics engine software and analog test beds. We outline the defining architectural design decisions, including safety criticality considerations, suit mounting interfaces, computer architectures, and partnership contracting mechanisms. The outcomes of these studies, architecture decisions, and management requirements result in a recommended design which is the Joint AR product. We discuss the evolution, development of these system components, and what work remains. We hope to share a unified understanding of various design decisions and how they impact the future of crew members’ access to data during Lunar and Martian EVAs. This ongoing effort can enable a community-wide discovery process toward realizing necessary AR features and capabilities for future missions.

Augmented Reality↗

Effects of Motion Fidelity on Pilot Performance Using Mixed-Reality Visuals

This paper investigates the effects of simulator motion fidelity on pilot performance using mixed-reality visuals. In NASA’s Vertical Motion Simulator, eleven pilots flew a lift-plus-cruise electric vertical takeoff and landing vehicle in a vertiport approach and landing task with four different motion conditions: no motion, small hexapod motion, large hexapod motion, and full motion. The simulator motion condition statistically significantly affected: 1) the severity of cybersickness, 2) motion ratings, 3) final approach and take-off boundary crossing groundspeed, 4) longitudinal touchdown point, and 5) battery time remaining after landing. The findings suggest that motion systems are essential in simulators with virtual- or mixed-reality visuals when it is required to have pilot flying performance similar to that in real flight.

mixed reality↗

Effects of Motion Fidelity on Pilot Performance Using Mixed-Reality Visuals

This paper investigates the effects of simulator motion fidelity on pilot performance using mixed-reality visuals. In NASA’s Vertical Motion Simulator, eleven pilots flew a lift-plus-cruise electric vertical takeoff and landing vehicle in a vertiport approach and landing task under four different motion conditions: no motion, small hexapod motion, large hexapod motion, and full motion. The simulator motion condition statistically significantly affected: 1) the severity of cybersickness, 2) motion ratings, 3) final approach and take-off boundary crossing groundspeeds, 4) longitudinal touchdown point, and 5) battery time remaining after landing. These results suggest that the use of motion systems in simulators with virtual- or mixed-reality visuals is warranted.

simulation↗

Quantum theory of the classical: quantum jumps, Born’s Rule and objective classical reality via quantum Darwinism

Here, the emergence of the classical world from the quantum substrate of our Universe is a long-standing conundrum. In this paper, I describe three insights into the transition from quantum to classical that are based on the recognition of the role of the environment. I begin with the derivation of preferred sets of states that help to define what exists—our everyday classical reality. They emerge as a result of the breaking of the unitary symmetry of the Hilbert space which happens when the unitarity of quantum evolutions encounters nonlinearities inherent in the process of amplification—of replicating information. This derivation is accomplished without the usual tools of decoherence, and accounts for the appearance of quantum jumps and the emergence of preferred pointer states consistent with those obtained via environment-induced superselection, or einselection . The pointer states obtained in this way determine what can happen—define events—without appealing to Born’s Rule for probabilities. Therefore, p k = |ψ k | 2 can now be deduced from the entanglement-assisted invariance, or envariance —a symmetry of entangled quantum states. With probabilities at hand, one also gains new insights into the foundations of quantum statistical physics. Moreover, one can now analyse the information flows responsible for decoherence. These information flows explain how the perception of objective classical reality arises from the quantum substrate: the effective amplification that they represent accounts for the objective existence of the einselected states of macroscopic quantum systems through the redundancy of pointer state records in their environment—through quantum Darwinism .

71 CLASSICAL AND QUANTUM MECHANICS, GENERAL PHYSIC↗

Eavesdropping on the Decohering Environment: Quantum Darwinism, Amplification, and the Origin of Objective Classical Reality

“How much information about a system S can one extract from a fragment F of the environment E that decohered it?” is the central question of Quantum Darwinism. To date, most answers relied on the quantum mutual information of SF, or on the Holevo bound on the channel capacity of F to communicate the classical information encoded in S. Furthermore, these are reasonable upper bounds on what is really needed but much harder to calculate—the accessible information in the fragment F about S. We consider a model based on imperfect c-not gates where all the above can be computed, and discuss its implications for the emergence of objective classical reality. We find that all relevant quantities, such as the quantum mutual information as well as various bounds on the accessible information exhibit similar behavior. In the regime relevant for the emergence of objective classical reality this includes scaling independent of the quality of the imperfect c-not gates or the size of E, and even nearly independent of the initial state of S.

71 CLASSICAL AND QUANTUM MECHANICS, GENERAL PHYSIC↗

Radsource Mr: Mixed Reality Planning Tool For Radioactive Recovery

The RadSource MR system leverages Meta Quest 3's advanced mixed reality capabilities to create a comprehensive spatial planning platform for end-of-life sealed radioactive source recovery operations. The application utilizes the Quest 3's high-resolution passthrough cameras and spatial mapping algorithms to generate accurate 3D environmental models. Core technical components include: (1) Real-time spatial measurement algorithms calculating distances, angles, slopes, and surface areas with sub-centimeter accuracy; (2) Virtual object placement system allowing users to position digital representations of recovery equipment (trailers, containment vessels, protective barriers) within the real environment; (3) Voice recording and annotation system for hands-free documentation in protective equipment; (4) 3D mesh capture and storage capabilities for post-operation analysis and regulatory documentation. (5) Procedure documentation is available for viewing in Mixed Reality, providing an innovative and convenient way to access the information during pre-visit and inspection activities. (6) Support for screen capture for the view for real world and virtual objects together to use it later for planning. The system integrates computer vision techniques for environmental understanding, spatial mathematics for precise measurements, and human-computer interaction principles optimized for hazardous environment operations. Data persistence allows teams to save and share planning sessions across multiple stakeholders while maintaining operational security requirements.

Khadka, Rajiv [Idaho National Laboratory (INL), Id↗

Data Visualization: Augmented Reality

In recent years, there has been an increasing interest in developing new technologies for automated characterization and visualization of condition monitoring data. Augmented Reality (AR) is a technology that is being developed to improve such data visualization. Augmented reality has been defined as a technology that merges virtual and physical components in real-time, and in three dimensions. Wearable, commercially-available AR devices allow onsite engineers and technicians to perform inspection tasks with significantly more available information such as comparisons of past and present sensor and imager data, onsite data analysis and result displays, and various forms of metadata including technical drawings, previous inspection reports and maintenance histories, operation manuals, codes and standards, and holograms representing data analysis results superimposed onto the in situ monitored system.

42 ENGINEERING↗