Search NASASearch

SEARCH · Search NASA

Results for “simulation modeling training analysis”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 73 records · Page 4

Enabling Dynamic Vehicle Analyses With Improved Atmospheric Attenuation Models in Glenn Research Center Communication Analysis Suite

To aid in meeting the NASA objective of returning humans to the Moon, the Glenn Research Center’s Communication Analysis Suite was augmented with two distinct capabilities. The first capability added was the vehicle propagator. This allows the addition of dynamic aircraft and ground vehicles around any celestial body within the solar system during an analysis. This functionality interpolates the position and velocity of the vehicle relative to a celestial body at the time steps analyzed using the type of path and either a series of waypoints or a direction and duration of travel. The implications of this new capability include lunar rovers and/or drones, such as Dragonfly, where the vehicle propagator will analyze the communications architecture. The newly created vehicle propagator is now in use in communications studies for the 2024 lunar missions, simulating the movement of lunar rovers across the Moon’s southern pole. The second capability added was the augmentation of the atmospheric attenuation model. The previous model did not have a uniform low-elevation attenuation model due to the trigonometric approximation for path length and the exponential nature of low-elevation scintillation. User-defined weather parameters were also added to the updated atmospheric attenuation model. The previous model solely used tabular data based upon the season and location of the transmitting antenna. Multiple simulations of the same configuration now return different results based on the differing weather parameters. Cognitive communications analysis efforts can use this second capability to generate neural network training data based on differing weather conditions at utilized ground stations, a critical step in allowing neural networks to learn how weather parameters impact communications performance.

vehicle propagation

Investigation of Control Inceptor Dynamics and Effect on Human Subject Performance

The control inceptor used in a vehicle simulation is an important part of adequately representing the dynamics of the vehicle. The inceptor characteristics are typically based on a second order spring mass damper system with damping, force gradient, breakout force, and natural frequency parameters. Changing these parameters can have a great effect on pilot control of the vehicle. A quasi transfer of training experiment was performed employing a high fidelity and a low fidelity control inceptor. A disturbance compensatory task was employed which involved a simple horizon line disturbed in roll by a sum of sinusoids presented in an out-the-window display. Vehicle dynamics were modeled as 1/s and 1/s2. The task was to maintain level flight. Twenty subjects were divided between the high and the low fidelity training groups. Each group was trained to a performance asymptote, and then transferred to the high fidelity simulation. RMS tracking error, a PSD analysis, and a workload analysis were performed to quantify the transfer of training effect. Quantitative results of the experiments show that there is no significant difference between the high and low fidelity training groups for 1/s plant dynamics. For 1/s2 plant dynamics there is a greater difference in tracking performance and PSD; and the subjects are less correlated with the input disturbance function

Stanco, Anthony A.

The Man-machine Integration Design and Analysis System (MIDAS) Software Training Documentation

This document is a training manual for MIDAS v5 that takes an user through the hardware and software requirements for the MIDAS V5 software, the steps required to download the software, and the steps that a user needs to take to create a MIDAS simulation. The training guide also illustrates how the models interact to generate MIDAS predictions of operator performance along task, workload, and situation awareness timelines and provides the test routines that were conducted to verify the operation of the integrated MIDAS models. The training guide shows the user how the MIDAS task model interacts with and controls an anthropometric model through its use of behavioral primitives. The training documentation also illustrates one approach that has been used to filter and analyze MIDAS output.

Brian F. Gore

PALMO: An OVERFLOW Machine Learning Airfoil Performance Database

The OVERFLOW Machine Learning Airfoil Performance (PALMO) database has been created to enable robust modeling of airfoil performance in a variety of applications. The PALMO database uses OVERFLOW simulation data second-order accurate in time and fourth-order accurate in space with Spalart-Allmaras turbulence closure. The foundation of the in-development PALMO database is the airfoil base cube. Each base cube includes simulation data parametrized over a range of Mach numbers, Reynolds numbers, and angles-of-attack. This database includes the NACA 4-series airfoils, with parametrization in airfoil thickness and camber from an NACA 0006 to an NACA 4424. In total, 52,480 NACA 4-series OVERFLOW calculations were run on the NASA High-End Compute Capability (HECC) supercomputer. This provides high-order-accurate simulation data covering a wide range of aerospace design applications, which enables users to develop accurate airfoil performance look-up tables without additional high-performance computing. In addition to engineering design and analysis of aerospace vehicles, PALMO is well suited to be a benchmark dataset for the development and testing of machine learning methods in aerospace engineering. This work presents an example PALMO surrogate model that enables accurate airfoil performance predictions for any arbitrary combination of camber, thickness, Mach number, Reynolds number, and angle of attack within the bounds of the database. Airfoil performance tables predicted for an airfoil not used in training the model are used in three-dimensional OVERFLOW simulations to quantify the downstream accuracy on aggregate rotor performance metrics. For the NACA 3415 airfoil, which had no common thickness or camber with the training data, the surrogate predicted and CFD generated tables were within 2.1% of each other in the forward flight lift to drag metric. This suggests that performance tables generated for airfoils within the bounds of the PALMO database will yield aggregate rotor performance predictions on par with tables generated from directly running OVERFLOW airfoil calculations. The PALMO airfoil performance coefficients are available publicly.

Database

Entry, Descent, and Landing Analysis for the OSIRIS-REx Sample Return Capsule

The Origins, Spectral Interpretation, Resource Identification, and Security – Regolith Explorer (OSIRIS-REx) sample return capsule (SRC) returned to Earth on September 24, 2023, safely landing in the Utah Test and Training Range (UTTR). To ensure a safe and successful landing, a pair of high-fidelity EDL simulations, based on the Program to Optimize Simulated Trajectories (POST) architecture, were used to regularly assess the latest orbit determination (OD) solution from the navigation team, making predictions on Entry, Descent, and Landing (EDL) performance and SRC landing location. The results from these analyses fed into the decision processes for the final trajectory correction maneuvers (TCM’s) and SRC release. The models and methods of analysis will be discussed and a comparison of the final pre-entry landing prediction against the observed landing location will be presented along with an assessment of the best estimates of day-of-entry environmental conditions.

Scott R Francis

Measurement and Validation of Bidirectional Reflectance of Space Shuttle and Space Station Materials for Computerized Lighting Models

Task illumination has a major impact on human performance: What a person can perceive in his environment significantly affects his ability to perform tasks, especially in space's harsh environment. Training for lighting conditions in space has long depended on physical models and simulations to emulate the effect of lighting, but such tests are expensive and time-consuming. To evaluate lighting conditions not easily simulated on Earth, personnel at NASA Johnson Space Center's (JSC) Graphics Research and Analysis Facility (GRAF) have been developing computerized simulations of various illumination conditions using the ray-tracing program, Radiance, developed by Greg Ward at Lawrence Berkeley Laboratory. Because these computer simulations are only as accurate as the data used, accurate information about the reflectance properties of materials and light distributions is needed. JSC's Lighting Environment Test Facility (LETF) personnel gathered material reflectance properties for a large number of paints, metals, and cloths used in the Space Shuttle and Space Station programs, and processed these data into reflectance parameters needed for the computer simulations. They also gathered lamp distribution data for most of the light sources used, and validated the ability to accurately simulate lighting levels by comparing predictions with measurements for several ground-based tests. The result of this study is a database of material reflectance properties for a wide variety of materials, and lighting information for most of the standard light sources used in the Shuttle/Station programs. The combination of the Radiance program and GRAF's graphics capability form a validated computerized lighting simulation capability for NASA.

Fletcher, Lauren E.

SRS Computer Animation and Drive Train System

The spinning rocket simulator (SRS) is an ongoing project at Oral Roberts University. The goal of the SRS is to gather crucial data concerning a spinning rocket under thrust for the purpose of analysis and correction of the coning motion experienced by this type of spacecraft maneuver. The computer animation simulates a virtual, scale model of the component of the SRS that represents the spacecraft itself. This component is known as the (VSM), or virtual spacecraft model. During actual physical simulation, this component of the SRS will experience a coning. The goal of the animation is to cone the VSM within that range to accurately represent the motion of the actual simulator. The drive system of the SRS is the apparatus that turns the actual simulator. It consists of a drive motor, motor mount and chain to power the simulator into motion. The motor mount is adjustable and rigid for high torque application. A digital stepper motor controller actuates the main drive motor for linear acceleration. The chain transfers power from the motor to the simulator via sprockets on both ends.

Arthun, Daniel

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

Advanced satellite workstation: An integrated workstation environment for operational support of satellite system planning and analysis

A prototype integrated environment, the Advanced Satellite Workstation (ASW), is described that has been developed and delivered for evaluation and operator feedback in an operational satellite control center. The current ASW hardware consists of a Sun Workstation and Macintosh II Workstation connected via an ethernet Network Hardware and Software, Laser Disk System, Optical Storage System, and Telemetry Data File Interface. The central mission of ASW is to provide an intelligent decision support and training environment for operator/analysts of complex systems such as satellites. There have been many workstation implementations recently which incorporate graphical telemetry displays and expert systems. ASW is a considerably broader look at intelligent, integrated environments for decision support, based upon the premise that the central features of such an environment are intelligent data access and integrated toolsets. A variety of tools have been constructed in support of this prototype environment including: an automated pass planner for scheduling vehicle support activities, architectural modeler for hierarchical simulation and analysis of satellite vehicle subsystems, multimedia-based information systems that provide an intuitive and easily accessible interface to Orbit Operations Handbook and other relevant support documentation, and a data analysis architecture that integrates user modifiable telemetry display systems, expert systems for background data analysis, and interfaces to the multimedia system via inter-process communication.

Sutton, Stewart A.

Space Science Investigation: NASA ISS Stowage Simulator

During this internship the opportunity was granted to work with the Integrated, Graphics, Operations and Analysis Laboratory (IGOAL) team. The main assignment was to create 12 achievement patches for the Space Station training simulator called the "NASA ISS Stowage Training Game." This project was built using previous IGOAL developed software. To accomplish this task, Adobe Photoshop and Adobe Illustrator were used to craft the badges and other elements required. Blender, a 3D modeling software, was used to make the required 3D elements. Blender was a useful tool to make things such as a CTB bag for the "No More Bob" patch which shows a gentleman kicking a CTB bag into the distance. It was also used to pose characters to the positions that was optimal for their patches as in the "Station Sanitation" patch which portrays and astronaut waving on a U.S module on a truck. Adobe Illustrator was the main piece of software for this task. It was used to craft the badges and upload them when they were completed. The style of the badges were flat, meaning that they shouldn't look three dimensional in any way, shape or form. Adobe Photoshop was used when any pictures need brightening and was where the texture for the CTB bag was made. In order for the patches to be ready for the game's next major release, they have to go under some critical reviewing, revising and re-editing to make sure the other artists and the rest of the staff are satisfied with the final products. Many patches were created and revamped to meet the flat setting and incorporate suggestions from the IGOAL team. After the three processes were completed, the badges were implemented into the game (reference fig1 for badges). After a month of designing badges, the finished products were placed into the final game build via the programmers. The art was the final piece in showcasing the latest build to the public for testing. Comments from the testers were often exceptional and the feedback on the badges were outstanding. The latest build will also be tested by astronauts to determine if the product could potentially be incorporated into the astronaut training program. This experience has provided the opportunity to experience the feeling of working with research and development organization. The art skills and programming skills received at the internship will provide and maintain and strong foundation for a career in computer programming and digital media.

Crawford, Gary

Developing Mission Segment-Specific Clinical Data for Impact

Space exploration missions represent a significant future objective for NASA’s human spaceflight operations for the near and long term. By operating missions during longer periods and over further distances, NASA’s mission planning models, hardware systems, and medical capabilities will be stretched beyond their original design constraints. The necessity of medical training and medical supply manifesting for such missions is likely to become incredibly intricate as trade-space analysis is performed over varying mission profiles. For this purpose, IMPACT was created to extend and improve the Integrated Medical Model (IMM) which is used for International Space Station (ISS) medical predications and consists of a probabilistic risk assessment tool that simulates missions to calculate risks given the constraints on crew complement, mission duration and activity (such as Extravehicular Activities), power, communication, mass, volume, and evacuation consideration as well as to predict mission outcomes. Currently, the medical evidence used to support IMPACT remains static, addressing risks of a medical condition and the impacts of the condition during spaceflight only, but is only calculated for a small number of mission parameters. Extended missions will consist of new and varied living environments, changing gravitational loads, and dynamic working requirements. Medical risks are not typically constant but will change depending upon the physical and physiological environment of the body during all phases of a mission. Risks are likely to shift during different mission segments, and understanding how components of a mission profile change risks will assist mission planners to increase chances for mission success.

Christopher Zahner

Using Neural Networks for Sensor Validation

This paper presents the results of applying two different types of neural networks in two different approaches to the sensor validation problem. The first approach uses a functional approximation neural network as part of a nonlinear observer in a model-based approach to analytical redundancy. The second approach uses an auto-associative neural network to perform nonlinear principal component analysis on a set of redundant sensors to provide an estimate for a single failed sensor. The approaches are demonstrated using a nonlinear simulation of a turbofan engine. The fault detection and sensor estimation results are presented and the training of the auto-associative neural network to provide sensor estimates is discussed.

Mattern, Duane L.

Orion Entry, Descent, and Landing Simulation

The Orion Entry, Descent, and Landing simulation was created over the past two years to serve as the primary Crew Exploration Vehicle guidance, navigation, and control (GN&C) design and analysis tool at the National Aeronautics and Space Administration (NASA). The Advanced NASA Technology Architecture for Exploration Studies (ANTARES) simulation is a six degree-of-freedom tool with a unique design architecture which has a high level of flexibility. This paper describes the decision history and motivations that guided the creation of this simulation tool. The capabilities of the models within ANTARES are presented in detail. Special attention is given to features of the highly flexible GN&C architecture and the details of the implemented GN&C algorithms. ANTARES provides a foundation simulation for the Orion Project that has already been successfully used for requirements analysis, system definition analysis, and preliminary GN&C design analysis. ANTARES will find useful application in engineering analysis, mission operations, crew training, avionics-in-the-loop testing, etc. This paper focuses on the entry simulation aspect of ANTARES, which is part of a bigger simulation package supporting the entire mission profile of the Orion vehicle. The unique aspects of entry GN&C design are covered, including how the simulation is being used for Monte Carlo dispersion analysis and for support of linear stability analysis. Sample simulation output from ANTARES is presented in an appendix.

Hoelscher, Brian R.

Applications of artificial intelligence 1993: Knowledge-based systems in aerospace and industry; Proceedings of the Meeting, Orlando, FL, Apr. 13-15, 1993

The present volume on applications of artificial intelligence with regard to knowledge-based systems in aerospace and industry discusses machine learning and clustering, expert systems and optimization techniques, monitoring and diagnosis, and automated design and expert systems. Attention is given to the integration of AI reasoning systems and hardware description languages, care-based reasoning, knowledge, retrieval, and training systems, and scheduling and planning. Topics addressed include the preprocessing of remotely sensed data for efficient analysis and classification, autonomous agents as air combat simulation adversaries, intelligent data presentation for real-time spacecraft monitoring, and an integrated reasoner for diagnosis in satellite control. Also discussed are a knowledge-based system for the design of heat exchangers, reuse of design information for model-based diagnosis, automatic compilation of expert systems, and a case-based approach to handling aircraft malfunctions.

Fayyad, Usama M.

Kinect Engineering with Learning (KEWL)

According to a Nielsen survey at the time of this reporting, 41% of all households have a game console. This is one market in which NASA has been absent from education and outreach efforts. Kinect Engineering with Learning (KEWL) is made to enter into that market and bring NASA education and outreach to a very familiar venue. KEWL creates an education and outreach experience that is more participatory, both in a school and museum environment. KEWL is a set of applications that runs on an Xbox 360 using the Kinect controller used for education and outreach. These applications currently include: Train R2, a visual simulation of Robonaut 2 that allows students to control a virtual R2 in a game environment; Drive R2, an interface using the Xbox 360 and Kinect controller that allows students to control the real R2 using the methods they learned playing Train R2; ISS experience, a visual tour of the interior of the International Space Station where students use their body to fly through the virtual ISS; Gravity Ball, a simulation of throwing balls in the gravity of different planets; Solar Array repair, a simulation of the simplified STS-121 solar array repair mission; and PlaySpace, a Mars/Moon application that allows students to experience different aspects of Mars/Moon. Users can "fly through" the ISS using their body, allowing an experience similar to what an astronaut would have on orbit. In PlaySpace, users can fly over the surface of Mars and view surface data obtained by Mars rovers. Users of Train R2 and Drive R2 can experience what it is like to control a robot over a distance with a time delay, simulating the time delay that would occur between ground control and an on-orbit robot. The initial ISS experiences were built using parts of code from the NASA Enigma software. The models used in these experiences were also from the Integrated Graphics Operations and Analysis Lab model database. The PlaySpace experience incorporates surface data obtained from NASA rovers and satellites and was built by NASA JPL.

Goza, Sharon

Upset Simulation and Training Initiatives for U.S. Navy Commercial Derived Aircraft

Militarized versions of commercial platforms are growing in popularity due to many logistical benefits in the form of commercial off-the-shelf (COTS) parts, established production methods, and commonality for different certifications. Commercial data and best practices are often leveraged to reduce procurement and engineering development costs. While the developmental and cost reduction benefits are clear, these militarized aircraft are routinely operated in flight at significantly different conditions and in significantly different manners than for routine commercial flight. Therefore they are at a higher risk of flight envelope exceedance. This risk may lead to departure from controlled flight and/or aircraft loss1. Historically, the risk of departure from controlled flight for military aircraft has been mitigated by piloted simulation training and engineering analysis of typical aircraft response. High-agility military aircraft simulation databases are typically developed to include high angles of attack (AoA) and sideslip due to the dynamic nature of their missions and have been developed for many tactical configurations over the previous decades. These aircraft simulations allow for a more thorough understanding of the vehicle flight dynamics characteristics at high AoA and sideslip. In recent years, government sponsored research on transport airplane aerodynamic characteristics at high angles of attack has produced a growing understanding of stall/post-stall behavior. This research along with recent commercial airline training initiatives has resulted in improved understanding of simulator-based training requirements and simulator model fidelity.2-5 In addition, inflight training research over the past decade has produced a database of pilot performance and recurrency metrics6. Innovative solutions to aerodynamically model large commercial aircraft for upset conditions such as high AoA, high sideslip, and ballistic damage, as well as capability to accurately account for scaling factors, is necessary to develop realistic engineering and training simulations. Such simulations should significantly reduce the risk of departure from controlled flight, loss of aircraft, and ease the airworthiness certification process. The characteristics of commercial derivative aircraft are exemplified by the P-8A Multi-mission Maritime Aircraft (MMA) aircraft, and the largest benefits of initial investigation are likely to be yielded from this platform. The database produced would also be utilized by flight dynamics engineers as a means to further develop and investigate vehicle flight characteristics as mission tactics evolve through the years ahead. This paper will describe ongoing efforts by the U.S. Navy to develop a methodology for simulation and training for large commercial-derived transport aircraft at unusual attitudes, typically experienced during an aircraft upset. This methodology will be applied to a representative Navy aircraft (P-8A) and utilized to develop a robust simulation that should accurately represent aircraft response in these extremes. Simulation capabilities would then extend to flight dynamics analysis and simulation, as well as potential training applications. Recent evaluations of integrated academic, ground-based simulation, and in-flight upset training will be described along with important lessons learned, specific to military requirements.

Donaldson, Steven

ISS Double-Gimbaled CMG Subsystem Simulation Using the Agile Development Method

This paper presents an evolutionary approach in simulating a cluster of 4 Control Moment Gyros (CMG) on the International Space Station (ISS) using a common sense approach (the agile development method) for concurrent mathematical modeling and simulation of the CMG subsystem. This simulation is part of Training systems for the 21st Century simulator which will provide training for crew members, instructors, and flight controllers. The basic idea of how the CMGs on the space station are used for its non-propulsive attitude control is briefly explained to set up the context for simulating a CMG subsystem. Next different reference frames and the detailed equations of motion (EOM) for multiple double-gimbal variable-speed control moment gyroscopes (DGVs) are presented. Fixing some of the terms in the EOM becomes the special case EOM for ISS's double-gimbaled fixed speed CMGs. CMG simulation development using the agile development method is presented in which customer's requirements and solutions evolve through iterative analysis, design, coding, unit testing and acceptance testing. At the end of the iteration a set of features implemented in that iteration are demonstrated to the flight controllers thus creating a short feedback loop and helping in creating adaptive development cycles. The unified modeling language (UML) tool is used in illustrating the user stories, class designs and sequence diagrams. This incremental development approach of mathematical modeling and simulating the CMG subsystem involved the development team and the customer early on, thus improving the quality of the working CMG system in each iteration and helping the team to accurately predict the cost, schedule and delivery of the software.

Inampudi, Ravi

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