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At least 73 records · Page 4

PLRP-3: Operational Perspectives of Conducting Science-Driven Extravehicular Activity with Communications Latency

The Pavilion Lake Research Project (PLRP) is a unique platform where the combination of scientific research and human space exploration concepts can be tested in an underwater spaceflight analog environment. The 2015 PLRP field season was performed at Pavilion Lake, Canada, where science-driven exploration techniques focusing on microbialite characterization and acquisition were evaluated within the context of crew and robotic extravehicular activity (EVA) operations. The primary objectives of this analog study were to detail the capabilities, decision-making process, and operational concepts required to meet non-simulated scientific objectives during 5-minute one-way communication latency utilizing crew and robotic assets. Furthermore, this field study served as an opportunity build upon previous tests at PLRP, NASA Desert Research and Technology Studies (DRATS), and NASA Extreme Environment Mission Operations (NEEMO) to characterize the functional roles and responsibilities of the personnel involved in the distributed flight control team and identify operational constraints imposed by science-driven EVA operations. The relationship and interaction between ground and flight crew was found to be dependent on the specific scientific activities being addressed. Furthermore, the addition of a second intravehicular operator was found to be highly enabling when conducting science-driven EVAs. Future human spaceflight activities will need to cope with the added complexity of dynamic and rapid execution of scientific priorities both during and between EVA execution to ensure scientific objectives are achieved.

Miller, Matthew J.↗

Enabling Communication Between Astronauts and Ground Teams for Space Exploration Missions

Over the last four years, Playbook’s Mission Log has evolved to become an enabling capability for analog missions that simulate deep space, exploration missions with communication transmission latency. Playbook is a planning and execution web-application for mission operations, aggregating multiple sources of information for astronauts to execute the mission in one place: timeline, procedures, chat interface. Playbook’s Mission Log provides a multimedia chat software interface with unique features and functionalities that support asynchronous communication between analog astronauts and ground support teams. This paper describes the iterative design the Mission Log has undergone based on user observations and solicited feedback. Key features include indicators that help users cope with asynchronous communication as well as aids that assist teams coordinate work. Future work and capabilities are outlined, which build upon the increased use of the Mission Log as a communication and coordination tool for space exploration.

communication↗

Human Machine Interface Programming and Testing

Human Machine Interface (HMI) Programming and Testing is about creating graphical displays to mimic mission critical ground control systems in order to provide NASA engineers with the ability to monitor the health management of these systems in real time. The Health Management System (HMS) is an online interactive human machine interface system that monitors all Kennedy Ground Control Subsystem (KGCS) hardware in the field. The Health Management System is essential to NASA engineers because it allows remote control and monitoring of the health management systems of all the Programmable Logic Controllers (PLC) and associated field devices. KGCS will have equipment installed at the launch pad, Vehicle Assembly Building, Mobile Launcher, as well as the Multi-Purpose Processing Facility. I am designing graphical displays to monitor and control new modules that will be integrated into the HMS. The design of the display screen will closely mimic the appearance and functionality of the actual modules. There are many different field devices used to monitor health management and each device has its own unique set of health management related data, therefore each display must also have its own unique way to display this data. Once the displays are created, the RSLogix5000 application is used to write software that maps all the required data read from the hardware to the graphical display. Once this data is mapped to its corresponding display item, the graphical display and hardware device will be connected through the same network in order to test all possible scenarios and types of data the graphical display was designed to receive. Test Procedures will be written to thoroughly test out the displays and ensure that they are working correctly before being deployed to the field. Additionally, the Kennedy Ground Controls Subsystem's user manual will be updated to explain to the NASA engineers how to use the new module displays.

Foster, Thomas Garrison↗

Interactive Exploration Robots: Human-Robotic Collaboration and Interactions

For decades, NASA has employed different operational approaches for human and robotic missions. Human spaceflight missions to the Moon and in low Earth orbit have relied upon near-continuous communication with minimal time delays. During these missions, astronauts and mission control communicate interactively to perform tasks and resolve problems in real-time. In contrast, deep-space robotic missions are designed for operations in the presence of significant communication delay - from tens of minutes to hours. Consequently, robotic missions typically employ meticulously scripted and validated command sequences that are intermittently uplinked to the robot for independent execution over long periods. Over the next few years, however, we will see increasing use of robots that blend these two operational approaches. These interactive exploration robots will be remotely operated by humans on Earth or from a spacecraft. These robots will be used to support astronauts on the International Space Station (ISS), to conduct new missions to the Moon, and potentially to enable remote exploration of planetary surfaces in real-time. In this talk, I will discuss the technical challenges associated with building and operating robots in this manner, along with lessons learned from research conducted with the ISS and in the field.

Fong, Terry↗

Serious Gaming for Building a Basis of Certification via Trust and Trustworthiness of Autonomous Systems

Autonomous systems governed by a variety of adaptive and nondeterministic algorithms are being planned for inclusion into safety-critical environments, such as unmanned aircraft and space systems in both civilian and military applications. However, until autonomous systems are proven and perceived to be capable and resilient in the face of unanticipated conditions, humans will be reluctant or unable to delegate authority, remaining in control aided by machine-based information and decision support. Proving capability, or trustworthiness, is a necessary component of certification. Perceived capability is a component of trust. Trustworthiness is an attribute of a cyber-physical system that requires context-driven metrics to prove and certify. Trust is an attribute of the agents participating in the system and is gained over time and multiple interactions through trustworthy behavior and transparency. Historically, artificial intelligence and machine learning systems provide answers without explanation - without a rationale or insight into the machine “thinking”. In order to function as trusted teammates, machines must be able to explain their decisions and actions. This transparency is a product of both content and communication. NASA’s Autonomy Teaming & TRAjectories for Complex Trusted Operational Reliability (ATTRACTOR) project seeks to build a basis for certification of autonomous systems via establishing metrics for trustworthiness and trust in multi-agent team interactions, using AI (Artificial Intelligence) explainability and persistent modeling and simulation, in the context of mission planning and execution, with analyzable trajectories. Inspired by Massively Multiplayer Online Role Playing Games (MMORPG) and Serious Gaming, the proposed ATTRACTOR modeling and simulation environment is similar to online gaming environments in which player (aka agent) participants interact with each other, affect their environment, and expect the simulation to persist and change regardless of any individual agent’s active participation. This persistent simulation environment will accommodate individual agents, groups of self-organizing agents, and large-scale infrastructure behavior. The effects of the emerging adaptation and coevolution can be observed and measured to building a basis of measurable trustworthiness and trust, toward certification of safety-critical autonomous systems.

Allen, B. Danette↗

The Lunar Atmosphere and Dust Environment Explorer (LADEE) Mission

The Lunar Atmosphere and Dust Environment Explorer (LADEE) is a Lunar science orbiter mission currently under development to address the goals of the National Research Council decadal surveys and the recent "Scientific Context for Exploration of the Moon" (SCEM) [1] report to study the pristine state of the lunar atmosphere and dust environment prior to significant human activities. LADEE will determine the composition of the lunar atmosphere and investigate the processes that control its distribution and variability, including sources, sinks, and surface interactions. LADEE will also determine whether dust is present in the lunar exosphere, and reveal the processes that contribute to its sources and variability. These investigations are relevant to our understanding of surface boundary exospheres and dust processes throughout the solar system, address questions regarding the origin and evolution of lunar volatiles, and have potential implications for future exploration activities. LADEE employs a high heritage science instrument payload including a neutral mass spectrometer, ultraviolet spectrometer, and dust sensor. In addition to the science payloads, LADEE will fly a laser communications system technology demonstration that could provide a building block for future space communications architectures. LADEE is an important component in NASA's portfolio of near-term lunar missions, addressing objectives that are currently not covered by other U.S. or international efforts, and whose observations must be conducted before large-scale human or robotic activities irrevocably perturb the tenuous and fragile lunar atmosphere. LADEE will also demonstrate the effectiveness of a low-cost, rapid-development program utilizing a modular bus design launched on the new Minotaur V launch vehicle. Once proven, this capability could enable future lunar missions in a highly cost constrained environment. This paper describes the LADEE objectives, mission design, and technical approach.

Spremo, Stevan↗

Evaluation Methodologies for Early Conceptual Design Using Virtual Reality and Physical Test Environments

In this study, human factor design engineers wanted to know, by using subject matter experts (SMEs), if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a digital/virtual one. Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a digital/virtual environment. There are advantages and limitations to both environments. The virtual world gave the experts a better sense of the microgravity space environment and the relationships of space and human presence that are difficult to simulate in a 1-g physical environment. However, the interaction between human and mechanics is better enhanced in the physical world compared to the virtual world. These advantages and limitations of each environment are important; however, cost is also an important consideration when early design concepts are being used. With the cost analysis of materials, hardware, and labor conducting for this study, virtual reality showed a 68% decrease in cost over the physical mock-up build. Thus, taking all aspects of the study into consideration, at this early design life cycle phase, virtual reality shows great promise as an evaluation environment for testing early design concepts that will cost less, give more options, and increase designer’s time to design.

Harry L. Litaker Jr↗

Production of Solar Cells in Space from Non Specific Ores by Utilization of Electronically Enhanced Sputtering

An ideal method of construction in space would utilize some form of the Universal Differentiator and Universal Constructor as described by Von Neumann (1). The Universal Differentiator is an idealized non ore specific extractive device which is capable of breaking any ore into its constituent elements, and the Universal Constructor can utilize these elements to build any device with controllability to the nanometer scale. During the Human Exploration Initiative program in the early 1990s a conceptual study was done (2) to understand whether such devices were feasible with near term technology for the utilization of space resources and energy. A candidate system was proposed which would utilize electronically enhanced sputtering as the differentiator. Highly ionized ions would be accelerated to a kinetic energy at which the interaction between them and the lattice elections in the ore would be at a maximum. Experiments have shown that the maximum disintegration of raw material occurs at an ion kinetic energy of about 5 MeV, regardless of the composition and structure of the raw material. Devices that could produce charged ion beams in this energy range in space were being tested in the early 1990s. At this energy, for example an ion in a beam of fluorine ions yields about 8 uranium ions from uranium fluoride, 1,400 hydrogen and oxygen atoms from ice, or 7,000 atoms from sulfur dioxide ice. The ions from the disintegrated ore would then be driven by an electrical field into a discriminator in the form of a mass spectrometer, where the magnetic field would divert the ions into collectors for future use or used directly in molecular beam construction techniques. The process would require 10-7 Torr vacuum which would be available in space or on the moon. If the process were used to make thin film silicon solar cells (ignoring any energy inefficiency for beam production), then energy break even for solar cells in space would occur after 14 days.

Curreri, Peter A.↗

NASA Extreme Environment Mission Operations: Science Operations Development for Human Exploration

The purpose of NASA Extreme Environment Mission Operations (NEEMO) mission 16 in 2012 was to evaluate and compare the performance of a defined series of representative near-Earth asteroid (NEA) extravehicular activity (EVA) tasks under different conditions and combinations of work systems, constraints, and assumptions considered for future human NEA exploration missions. NEEMO 16 followed NASA's 2011 Desert Research and Technology Studies (D-RATS), the primary focus of which was understanding the implications of communication latency, crew size, and work system combinations with respect to scientific data quality, data management, crew workload, and crew/mission control interactions. The 1-g environment precluded meaningful evaluation of NEA EVA translation, worksite stabilization, sampling, or instrument deployment techniques. Thus, NEEMO missions were designed to provide an opportunity to perform a preliminary evaluation of these important factors for each of the conditions being considered. NEEMO 15 also took place in 2011 and provided a first look at many of the factors, but the mission was cut short due to a hurricane threat before all objectives were completed. ARES Directorate (KX) personnel consulted with JSC engineers to ensure that high-fidelity planetary science protocols were incorporated into NEEMO mission architectures. ARES has been collaborating with NEEMO mission planners since NEEMO 9 in 2006, successively building upon previous developments to refine science operations concepts within engineering constraints; it is expected to continue the collaboration as NASA's human exploration mission plans evolve.

Bell, Mary S.↗

Solid Fuel Delivery System Developed for Combustion Testing on the International Space Station

NASA initiated Bioastronautics and Human Research Initiatives in 2001 and 2003, respectively, to enhance the safety and performance of humans in space. The Flow Enclosure Accommodating Novel Investigations in Combustion of Solids (FEANICS) is a multiuser facility being built at the NASA Glenn Research Center to advance these initiatives by studying fire safety and the combustion of solid fuels in the microgravity environment of the International Space Station (ISS). One of the challenges for the FEANICS team was to build a system that allowed for several consecutive combustion tests to be performed with minimal astronaut crew interaction. FEANICS developed a fuel carousel that contains a various number of fuel samples, depending on the fuel width, and introduces them one at a time into a flow tunnel in which the combustion testing takes place. This approach will allow the science team to run the experiments from the ground, while only requiring the crew to change out carousels after several tests have been completed.

Frate, David T.↗

An Open Computing Infrastructure that Facilitates Integrated Product and Process Development from a Decision-Based Perspective

Computer applications for design have evolved rapidly over the past several decades, and significant payoffs are being achieved by organizations through reductions in design cycle times. These applications are overwhelmed by the requirements imposed during complex, open engineering systems design. Organizations are faced with a number of different methodologies, numerous legacy disciplinary tools, and a very large amount of data. Yet they are also faced with few interdisciplinary tools for design collaboration or methods for achieving the revolutionary product designs required to maintain a competitive advantage in the future. These organizations are looking for a software infrastructure that integrates current corporate design practices with newer simulation and solution techniques. Such an infrastructure must be robust to changes in both corporate needs and enabling technologies. In addition, this infrastructure must be user-friendly, modular and scalable. This need is the motivation for the research described in this dissertation. The research is focused on the development of an open computing infrastructure that facilitates product and process design. In addition, this research explicitly deals with human interactions during design through a model that focuses on the role of a designer as that of decision-maker. The research perspective here is taken from that of design as a discipline with a focus on Decision-Based Design, Theory of Languages, Information Science, and Integration Technology. Given this background, a Model of IPPD is developed and implemented along the lines of a traditional experimental procedure: with the steps of establishing context, formalizing a theory, building an apparatus, conducting an experiment, reviewing results, and providing recommendations. Based on this Model, Design Processes and Specification can be explored in a structured and implementable architecture. An architecture for exploring design called DREAMS (Developing Robust Engineering Analysis Models and Specifications) has been developed which supports the activities of both meta-design and actual design execution. This is accomplished through a systematic process which is comprised of the stages of Formulation, Translation, and Evaluation. During this process, elements from a Design Specification are integrated into Design Processes. In addition, a software infrastructure was developed and is called IMAGE (Intelligent Multidisciplinary Aircraft Generation Environment). This represents a virtual apparatus in the Design Experiment conducted in this research. IMAGE is an innovative architecture because it explicitly supports design-related activities. This is accomplished through a GUI driven and Agent-based implementation of DREAMS. A HSCT design has been adopted from the Framework for Interdisciplinary Design Optimization (FIDO) and is implemented in IMAGE. This problem shows how Design Processes and Specification interact in a design system. In addition, the problem utilizes two different solution models concurrently: optimal and satisfying. The satisfying model allows for more design flexibility and allows a designer to maintain design freedom. As a result of following this experimental procedure, this infrastructure is an open system that it is robust to changes in both corporate needs and computer technologies. The development of this infrastructure leads to a number of significant intellectual contributions: 1) A new approach to implementing IPPD with the aid of a computer; 2) A formal Design Experiment; 3) A combined Process and Specification architecture that is language-based; 4) An infrastructure for exploring design; 5) An integration strategy for implementing computer resources; and 6) A seamless modeling language. The need for these contributions is emphasized by the demand by industry and government agencies for the development of these technologies.

Hale, Mark A.↗

Applications of Intelligent Tutoring Systems to Human-Robotic Exploration of Mars

Space missions with small crews extending over several years with time-delay preventing normal conversations with people on earth will raise many challenges for training. Of special interest are possible three-year missions to Mars, requiring refresher instruction and learning new skills based on unexpected problems with machines and environmental conditions. For example, the crew will be required to monitor and repair more complex life support systems for air and water recycling than we even know how to build today. Highly educated astronauts, often with several doctorate degrees, require a very different mode of interaction than we have developed for school children or even typical college students. Explanation methods may need to differ-using analogies and techniques from different domains-depending on whether the astronaut is an astrophysicist, a pilot, or a geologist.Virtual reality (e.g., for Hubble repair missions) and "integrated" simulations (involving role-playing and emphasizing failure scenarios) are the most common advanced forms of instruction used in space flight today. The emphasis is on collaborative, embodied interaction with the same workstations and tools used in practice (e.g., a cockpit simulator). Otherwise, computerized instructional technology used by NASA is not model-based or tutorial in nature. This discussion will review some of the key instructional methods used at NASA over the past two decades and consider why ITS methods have not been exploited. Some of the problems and opportunities for training for Mars missions are examined, including how using robots in exploration activities will help but raise new training problems. These ideas will be illustrated with examples from the BrahmsVE system in which a browser- based virtual reality display with avatars allows interacting with a distributed multiagent system, in which agents can be people, robots, or software programs. Using BrahmsVE may provide a way for astronauts to interact with proxies of people who serve as instructional coaches on Mars.

Clancey, William J.↗

Robonaut 2 - IVA Experiments On-Board ISS and Development Towards EVA Capability

Robonaut 2 (R2) has completed its fixed base activities on-board the ISS and is scheduled to receive its climbing legs in early 2014. In its continuing line of firsts, the R2 torso finished up its on-orbit activities on its stanchion with the manipulation of space blanket materials and performed multiple tasks under teleoperation control by IVA astronauts. The successful completion of these two IVA experiments is a key step in Robonaut's progression towards an EVA capability. Integration with the legs and climbing inside the ISS will provide another important part of the experience that R2 will need prior to performing tasks on the outside of ISS. In support of these on-orbit activities, R2 has been traversing across handrails in simulated zero-g environments and working with EVA tools and equipment on the ground to determine manipulation strategies for an EVA Robonaut. R2 made significant advances in robotic manipulation of deformable materials in space while working with its softgoods task panel. This panel features quarter turn latches that secure a space blanket to the task panel structure. The space blanket covers two cloth cubes that are attached with Velcro to the structure. R2 was able to open and close the latches, pull back the blanket, and remove the cube underneath. R2 simulated cleaning up an EVA worksite as well, by replacing the cube and reattaching the blanket. In order to interact with the softgoods panel, R2 has both autonomously and with a human in the loop identified and localized these deformable objects. Using stereo color cameras, R2 identified characteristic elements on the softgoods panel then extracted the location and orientation of the object in its field of view using stereo disparity and kinematic transforms. R2 used both vision processing and supervisory control to successfully accomplish this important task. Teleoperation is a key capability for Robonaut's effectiveness as an EVA system. To build proficiency, crewmembers have attempted increasingly difficult tasks using R2 inside the Station. After donning motion capture equipment and a virtual reality visor, Expedition 34/35 flight engineer Tom Marshburn began operations with simple hand movements. Having gained confidence, Marshburn guided R2's arms in a leader-follower exercise with crewmate Chris Cassidy. He was also able to use the hand to grab a tumbling roll of tape, a task only demonstrable in microgravity. Later efforts saw Cassidy handle softgoods through shared control with ground operators, mimicking an activity previously achieved using only autonomy. Robotic climbing through the ISS on handrails requires both precision motion and compliant grasps in order to both position grippers on handrails/seat track and prevent large internal forces. R2 climbs using actively controlled compliance and torque limiting to meet both the precision and softness requirements. During a step, the attached leg is controlled to be strong and stiff in order to maintain precision trajectory tracking. The swing leg is controlled to be stiff but weak to minimize unintentional impact forces while maintaining precision. During a simulated dual limb grasp (as shown in Figure 1), the R2 controller maintains one limb rigid and one limb soft to prevent large internal forces from building up. R2's grippers also use a form of force control to limit grip force while not fully closed on either a handrail or seat track thus limiting unintentional forces on cables/objects that may be present in R2's translational path. The on-board torso R2 safety system relies on a single end-effector velocity limit to prevent potential impact forces from exceeding Station maximum load requirements. R2's mobile configuration required modifications to the velocity limiting safety function due to its large, dynamic inertia. R2's legs maneuver the robot's mass creating configuration dependent, joint-relative inertias. A single all-encompassing velocity limit to cover worst case inertia is prohibitively low. The upgraded R2 control and safety systems solve this problem using momentum limiting, momentum control, and kinetic energy minimization. Momentum and kinetic energy take the robot mass into account relieving low velocity restrictions on low inertia end-effectors while ensuring that the overall mass of R2 is limited from hazardous velocities. The momentum of R2's five safety nodes (each of the four end-effectors and the body) is monitored and compared to a single momentum limit. If any of the five nodes exceeds the safety limit, the motor power is removed and the robot comes to a stop. Momentum control/limiting also provides a simple, reliable method to integrate hand held tools into the safety system by providing the tool mass to the control system thus automatically reducing the allowable velocity of the end-effector with the tool. Work on the ground continues to build the skill set for an EVA Robonaut. Recent experiments (Figure 2) demonstrate how a teleoperator can use R2 to manipulate a tether hook, an important safety precaution on spacewalks. Another task displayed Robonaut's ability to pull back a protective jacket over a hose and search for damage, as well as inspect a quick-disconnect fitting for debris. Demonstrations such as these are indicative of EVA work done on ISS, specifically seen during a series of spacewalks over 2012 and 2013 where astronauts searched for an ammonia leak in one of the external cooling loops. Through experiments both on ISS and on the ground, R2 is evolving and providing the information needed to plan out the upgrades that will make an EVA Robonaut an effective tool. With the addition of legs, R2 will start climbing inside the space station and supply invaluable information on how the climbing strategies and task stabilization techniques must be refined. Ground R2 systems will continue to work with additional EVA tools and equipment in preparation for onboard IVA testing and future EVA applications.

Diftler, Myron↗

Human-AI Collaboration Among Engineering and Design Professionals: Three Strategies of Generative AI Use

Designers are increasingly using Generative Artificial Intelligence (GenAI) in design processes; however, knowing how designers use GenAI--especially in professional design practice--is under-explored. This paper presents an ethnographic study of a design team at NASA that explores the natural variation of GenAI use across team members during a speculative design workflow. We aimed to uncover when, how, and why GenAI tools were or were not employed using ethnographic observations to map the team's speculative design process and follow-up interviews to provide deeper insights into team members' interactions (or lackthereof) with GenAI. Through inductive qualitative coding, our analysis revealed three strategies of GenAI use observed among professional engineers and designers--intimate co-design with GenAI, selective delegation to GenAI, and minimal use of GenAI--as well as factors that appeared to influence their decisions whether or not to use GenAI. This study proposes new theory in human-AI collaboration that sheds light on the strategies, rationale, and circumstances under which design professionals use GenAI. Future work that builds upon these insights include examining a larger sample size of engineering and design professionals in uncontrolled design process experiences and exploring the impact that design tasks, goals, and constraints have on a participants decision to leverage GenAI tools.

design practice↗

User engineering: A new look at system engineering

User Engineering is a new System Engineering perspective responsible for defining and maintaining the user view of the system. Its elements are a process to guide the project and customer, a multidisciplinary team including hard and soft sciences, rapid prototyping tools to build user interfaces quickly and modify them frequently at low cost, and a prototyping center for involving users and designers in an iterative way. The main consideration is reducing the risk that the end user will not or cannot effectively use the system. The process begins with user analysis to produce cognitive and work style models, and task analysis to produce user work functions and scenarios. These become major drivers of the human computer interface design which is presented and reviewed as an interactive prototype by users. Feedback is rapid and productive, and user effectiveness can be measured and observed before the system is built and fielded. Requirements are derived via the prototype and baselined early to serve as an input to the architecture and software design.

Mclaughlin, Larry L.↗

An Introduction to Data Visualization

Data visualization can be used to present findings, explore data, and use the human eye to find patterns that a computer would struggle to locate. Borrowing tools from art, storytelling, data analytics and software development, data visualization is an indispensable part of the analysis process. While data visualization usage spans across multiple disciplines and sectors, most never receive formal training in the subject. As such, this tutorial will introduce key data visualization building blocks and how to best use those building blocks for different scenarios and audiences. We will also go over tips on accessibility, design and interactive elements. While this will by no means be a complete overview of the data visualization field, by building a foundation and introducing some rules of thumb, attendees will be better equipped for communicating their findings to their audience.

data visualization↗

20,000 Years of Societal Vulnerability and Adaptation to Climate Change in Southwest Asia

The Fertile Crescent, its hilly flanks and surrounding drylands has been a critical region for studying how climate has influenced societal change, and this review focuses on the region over the last 20,000 years. The complex social, economic, and environmental landscapes in the region today are not new phenomena and understanding their interactions requires a nuanced, multidisciplinary understanding of the past. This review builds on a history of collaboration between the social and natural palaeoscience disciplines. We provide a multidisciplinary, multiscalar perspective on the relevance of past climate, environmental, and archaeological research in assessing present day vulnerabilities and risks for the populations of southwest Asia. We discuss the complexity of palaeoclimatic data interpretation, particularly in relation to hydrology, and provide an overview of key time periods of palaeoclimatic interest. We discuss the critical role that vegetation plays in the human–climate–environment nexus and discuss the implications of the available palaeoclimate and archaeological data, and their interpretation, for palaeonarratives of the region, both climatically and socially. We also provide an overview of how modelling can improve our understanding of past climate impacts and associated change in risk to societies. We conclude by looking to future work, and identify themes of “scale” and “seasonality” as still requiring further focus. We suggest that by appreciating a given locale's place in the regional hydroscape, be it an archaeological site or palaeoenvironmental archive, more robust links to climate can be made where appropriate and interpretations drawn will demand the resolution of factors acting across multiple scales.

Levant↗

Increasing the Uptake of Ecological Model Results in Policy Decisions to Improve Biodiversity Outcomes

Models help decision-makers anticipate the consequences of policies for ecosystems and people; for instance, improving our ability to represent interactions between human activities and ecological systems is essential to identify pathways to meet the 2030 Sustainable Development Goals. However, use of modeling outputs in decision-making remains uncommon. We share insights from a multidisciplinary National Socio-Environmental Synthesis Center working group on technical, communication, and process-related factors that facilitate or hamper uptake of model results. We emphasize that it is not simply technical model improvements, but active and iterative stakeholder involvement that can lead to more impactful outcomes. In particular, trust- and relationship-building with decision-makers are key for knowledge-based decision making. In this respect, nurturing knowledge exchange on the interpersonal (e.g., through participatory processes), and institutional level (e.g., through science-policy interfaces across scales), represent promising approaches. To this end, we offer a generalized approach for linking modeling and decision-making.

Biodiversity-ecosystem function relationships↗