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At least 73 records · Page 4

Sensor Spatial Distortion, Visual Latency, and Update Rate Effects on 3D Tracking in Virtual Environments

Several common defects that we have sought to minimize in immersing virtual environments are: static sensor spatial distortion, visual latency, and low update rates. Human performance within our environments during large amplitude 3D tracking was assessed by objective and subjective methods in the presence and absence of these defects. Results show that 1) removal of our relatively small spatial sensor distortion had minor effects on the tracking activity, 2) an Adapted Cooper-Harper controllability scale proved the most sensitive subjective indicator of the degradation of dynamic fidelity caused by increasing latency and decreasing frame rates, and 3) performance, as measured by normalized RMS tracking error or subjective impressions, was more markedly influenced by changing visual latency than by update rate.

Ellis, S. R.↗

Minimizing Input-to-Output Latency in Virtual Environment

A method and apparatus were developed to minimize latency (time delay ) in virtual environment (VE) and other discrete- time computer-base d systems that require real-time display in response to sensor input s. Latency in such systems is due to the sum of the finite time requi red for information processing and communication within and between sensors, software, and displays.

Adelstein, Bernard D.↗

Using virtual environment technology for preadapting astronauts to the novel sensory conditions of microgravity

A unique training device is being developed at the Johnson Space Center Neurosciences Laboratory to help reduce or eliminate Space Motion Sickness (SMS) and spatial orientation disturbances that occur during spaceflight. The Device for Orientation and Motion Environments Preflight Adaptation Trainer (DOME PAT) uses virtual reality technology to simulate some sensory rearrangements experienced by astronauts in microgravity. By exposing a crew member to this novel environment preflight, it is expected that he/she will become partially adapted, and thereby suffer fewer symptoms inflight. The DOME PAT is a 3.7 m spherical dome, within which a 170 by 100 deg field of view computer-generated visual database is projected. The visual database currently in use depicts the interior of a Shuttle spacelab. The trainee uses a six degree-of-freedom, isometric force hand controller to navigate through the virtual environment. Alternatively, the trainee can be 'moved' about within the virtual environment by the instructor, or can look about within the environment by wearing a restraint that controls scene motion in response to head movements. The computer system is comprised of four personal computers that provide the real time control and user interface, and two Silicon Graphics computers that generate the graphical images. The image generator computers use custom algorithms to compensate for spherical image distortion, while maintaining a video update rate of 30 Hz. The DOME PAT is the first such system known to employ virtual reality technology to reduce the untoward effects of the sensory rearrangement associated with exposure to microgravity, and it does so in a very cost-effective manner.

Duncan, K. M.↗

Mental rotation - A key to mitigation of motion sickness in the virtual environments?

If mental rotation is important for the reduction of motion sickness and complement performance in virtual environments (VEs), the use of the Howard (1982) mental rotation test battery may identify individuals with lower susceptibility to VE-induced motion sickness and therefore a greater probability of success as VE operators. An apparatus and its associated procedures are currently under development for astronaut microgravity training aimed at reducing motion sickness; it is hypothesized that this system may be of significance to VE testing and training.

Parker, Donald E.↗

Discriminability of Prediction Artifacts in a Time Delayed Virtual Environment

Overall latency remains an impediment to perceived image stability and consequently to human performance in virtual environment (VE) systems. Predictive compensators have been proposed as a means to mitigate these shortcomings, but they introduce rendering errors because of induced motion overshoot and heightened noise. Discriminability of these compensator artifacts was investigated by a protocol in which head tracked image stability for 35 ms baseline VE system latency was compared against artificially added (16.7 to 100 ms) latency compensated by a previously studied Kalman Filter (K-F) predictor. A control study in which uncompensated 16.7 to 100 ms latencies were compared against the baseline was also performed. Results from 10 subjects in the main study and 8 in the control group indicate that predictive compensation artifacts are less discernible than the disruptions of uncompensated time delay for the shorter but not the longer added latencies. We propose that noise magnification and overshoot are contributory cues to the presence of predictive compensation.

Adelstein, Bernard D.↗

Synthesis of Virtual Environments for Aircraft Community Noise Impact Studies

A new capability has been developed for the creation of virtual environments for the study of aircraft community noise. It is applicable for use with both recorded and synthesized aircraft noise. When using synthesized noise, a three-stage process is adopted involving non-real-time prediction and synthesis stages followed by a real-time rendering stage. Included in the prediction-based source noise synthesis are temporal variations associated with changes in operational state, and low frequency fluctuations that are present under all operating conditions. Included in the rendering stage are the effects of spreading loss, absolute delay, atmospheric absorption, ground reflections, and binaural filtering. Results of prediction, synthesis and rendering stages are presented.

Rizzi, Stephen A.↗

Impact of Virtual Environments on Sensorimotor Coordination and User Safety

One critical unresolved issue related to the safe use of virtual environments (VEs) is maladaptive sensorimotor coordination following exposure to VEs. Moving visual displays used in VEs, especially in the absence of concordant vestibular signals leads to adaptive responses during VE exposure, but maladaptive responses following return to the normal environment. In the current set of investigations, we examined the effect of HMD and dome VE displays on eye-head-hand coordination, gaze holding and postural equilibrium. Subjects (61) performed a navigation and a pick and place task. Further, we compared 30 min and 60 min exposures across 3 days (each separated by 1 day). A subset of these results will be presented. In general, we found significant decrements in all three measures following exposure to the VEs. In addition, we found that these disturbances generally recovered within 1-2 hrs and decreased across days. These findings suggest the need for post-VE monitoring of sensorimotor coordination and for developing a set of recommendations for users concerning activities that are safe to engage in following use of a VE.

Harm, Deborah L.↗

Headphone and Head-Mounted Visual Displays for Virtual Environments

A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

Begault, Duran R.↗

A Voice and Mouse Input Interface for 3D Virtual Environments

There have been many successful stories on how 3D input devices can be fully integrated into an immersive virtual environment. Electromagnetic trackers, optical trackers, gloves, and flying mice are just some of these input devices. Though we can use existing 3D input devices that are commonly used for VR applications, there are several factors that prevent us from choosing these input devices for our applications. One main factor is that most of these tracking devices are not suitable for prolonged use due to human fatigue associated with using them. A second factor is that many of them would occupy additional office space. Another factor is that many of the 3D input devices are expensive due to the unusual hardware that are required. For our VR applications, we want a user interface that would work naturally with standard equipment. In this paper, we demonstrate applications or our proposed muitimodal interface using a 3D dome display. We also show that effective data analysis can be achieved while the scientists view their data rendered inside the dome display and perform user interactions simply using the mouse and voice input. Though the sphere coordinate grid seems to be ideal for interaction using a 3D dome display, we can also use other non-spherical grids as well.

Kao, David L.↗

VECTR: Virtual Environment Computational Training Resource

The Westridge Middle School Curriculum and Community Night is an annual event designed to introduce students and parents to potential employers in the Central Florida area. NASA participated in the event in 2017, and has been asked to come back for the 2018 event on January 25. We will be demonstrating our Microsoft Hololens Virtual Rovers project, and the Virtual Environment Computational Training Resource (VECTR) virtual reality tool.

Augmented Reality↗

Forecasting the impact of virtual environment technology on maintenance training

To assist NASA and the Air Force in determining how and when to invest in virtual environment (VE) technology for maintenance training, we identified possible roles for VE technology in such training, assessed its cost-effectiveness relative to existing technologies, and formulated recommendations for a research agenda that would address instructional and system development issues involved in fielding a VE training system. In the first phase of the study, we surveyed VE developers to forecast capabilities, maturity, and estimated costs for VE component technologies. We then identified maintenance tasks and their training costs through interviews with maintenance technicians, instructors, and training developers. Ten candidate tasks were selected from two classes of maintenance tasks (seven aircraft maintenance and three space maintenance) using five criteria developed to identify types of tasks most likely to benefit from VE training. Three tasks were used as specific cases for cost-benefit analysis. In formulating research recommendations, we considered three aspects of feasibility: technological considerations, cost-effectiveness, and anticipated R&D efforts. In this paper, we describe the major findings in each of these areas and suggest research efforts that we believe will help achieve the goal of a cost-effective VE maintenance training system by the next decade.

Schlager, Mark S.↗

Predictive Compensator Optimization for Head Tracking Lag in Virtual Environments

We examined the perceptual impact of plant noise parameterization for Kalman Filter predictive compensation of time delays intrinsic to head tracked virtual environments (VEs). Subjects were tested in their ability to discriminate between the VE system's minimum latency and conditions in which artificially added latency was then predictively compensated back to the system minimum. Two head tracking predictors were parameterized off-line according to cost functions that minimized prediction errors in (1) rotation, and (2) rotation projected into translational displacement with emphasis on higher frequency human operator noise. These predictors were compared with a parameterization obtained from the VE literature for cost function (1). Results from 12 subjects showed that both parameterization type and amount of compensated latency affected discrimination. Analysis of the head motion used in the parameterizations and the subsequent discriminability results suggest that higher frequency predictor artifacts are contributory cues for discriminating the presence of predictive compensation.

Adelstein, Barnard D.↗

Virtual environment and computer-aided technologies used for system prototyping and requirements development

The Space Station Freedom (SSF) Data Management System (DMS) consists of distributed hardware and software which monitor and control the many onboard systems. Virtual environment and off-the-shelf computer technologies can be used at critical points in project development to aid in objectives and requirements development. Geometric models (images) coupled with off-the-shelf hardware and software technologies were used in The Space Station Mockup and Trainer Facility (SSMTF) Crew Operational Assessment Project. Rapid prototyping is shown to be a valuable tool for operational procedure and system hardware and software requirements development. The project objectives, hardware and software technologies used, data gained, current activities, future development and training objectives shall be discussed. The importance of defining prototyping objectives and staying focused while maintaining schedules are discussed along with project pitfalls.

Logan, Cory↗

A Virtual Environment System for the Comparison of Dome and HMD Systems

For effective astronaut training applications, choosing the right display devices to present images is crucial. In order to assess what devices are appropriate, it is important to design a successful virtual environment for a comparison study of the display devices. We present a comprehensive system for the comparison of Dome and head-mounted display (HMD) systems. In particular, we address interactions techniques and playback environments.

Chen, Jian↗

Object Creation and Human Factors Evaluation for Virtual Environments

The main objective of this project is to provide test objects for simulated environments utilized by the recently established Army/NASA Virtual Innovations Lab (ANVIL) at Marshall Space Flight Center, Huntsville, Al. The objective of the ANVIL lab is to provide virtual reality (VR) models and environments and to provide visualization and manipulation methods for the purpose of training and testing. Visualization equipment used in the ANVIL lab includes head-mounted and boom-mounted immersive virtual reality display devices. Objects in the environment are manipulated using data glove, hand controller, or mouse. These simulated objects are solid or surfaced three dimensional models. They may be viewed or manipulated from any location within the environment and may be viewed on-screen or via immersive VR. The objects are created using various CAD modeling packages and are converted into the virtual environment using dVise. This enables the object or environment to be viewed from any angle or distance for training or testing purposes.

Lindsey, Patricia F.↗

3-D Imaging In Virtual Environment: A Scientific Clinical and Teaching Tool

The advent of powerful graphics workstations and computers has led to the advancement of scientific knowledge through three-dimensional (3-D) reconstruction and imaging of biological cells and tissues. The Biocomputation Center at NASA Ames Research Center pioneered the effort to produce an entirely computerized method for reconstruction of objects from serial sections studied in a transmission electron microscope (TEM). The software developed, ROSS (Reconstruction of Serial Sections), is now being distributed to users across the United States through Space Act Agreements. The software is in widely disparate fields such as geology, botany, biology and medicine. In the Biocomputation Center, ROSS serves as the basis for development of virtual environment technologies for scientific and medical use. This report will describe the Virtual Surgery Workstation Project that is ongoing with clinicians at Stanford University Medical Center, and the role of the Visible Human data in the project.

Ross, Muriel D.↗

Virtual environment application with partial gravity simulation

To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

Ray, David M.↗

Multi-modal virtual environment research at Armstrong Laboratory

One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.

Eggleston, Robert G.↗