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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.

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At least 739 records · Page 41

Monitoring ethylene emissions from plants cultured for a controlled ecological life support system

Emission of hydrocarbons and other volatile compounds by materials and organisms in closed environments will be a major concern in the design and management of advanced life support systems with a bioregenerative component. Ethylene, a simple hydrocarbon synthesized by plants, is involved in the elicitation of a wide range of physiological responses. In closed environments, ethylene may build up to levels which become physiologically active. In several growouts of 'Yecora Rojo' wheat in Kennedy Space Center's Biomass Production Chamber (BPC), it was observed that leaf flecking and rolling occurred in the sealed environment and was virtually eliminated when potassium permanganate was used to scrub the atmospheric environment. It was suggested that ethylene, which accumulated to about 60 ppb in the chamber and which was effectively absorbed by potassium permanganate, was responsible for the symptoms. The objectives of this work were to: (1) determine rates of ethylene evolution from lettuce (Lactuca sativa cultivar Waldemann's Green) and wheat (Triticum aestivum cultivar Yecora Rojo) plants during growth and development; (2) determine the effects of exposure of whole, vegetative stage plants to exogenous ethylene concentrations in the range of what would develop in closed environment growth chambers; and (3) develop predictive functions for changes in ethylene concentration that would develop under different cropping and closed environment configurations. Results will lead to the development of management strategies for ethylene in bioregenerative life support systems.

Corey, Kenneth A.↗

Virtual to Physical: Reinforcement Learning to Optimize SNS Particle Accelerator Controls

Complex accelerators must have control systems that can handle dynamic nonlinear environments. This makes traditional control methods unsuitable as they can struggle to adapt to these uncertainties. This provides an ideal environment for reinforcement learning algorithms as they are adaptable and generalizable. We present a reinforcement learning pipeline that can effectively handle the dynamics of a complex accelerator. We test and prove our pipelines capabilities on multiple environments including the Spallation Neutron Source (SNS) and the Beam Test Facility (BTF) at Oakridge National Lab (ORNL). Due to the limited time available to train an online algorithm like reinforcement learning on a real accelerator, we utilize a virtual twin accelerator (VIRAC) developed by ORNL to pretrain the policy and show its ability to converge in the virtual environment. We then test the adaptability of the pretrained RL model by applying it on the real accelerator and comparing the results. Utilizing our Scientific Optimization and Controls Toolkit (SOCT) and open-source standards such as Gymnasium we create and solve for a MEBT orbit correction problem in the SNS and an emittance maximization problem in the BTF. We show how Twin Delayed Deep Deterministic Policy Gradient (TD3) can solve this optimization environment in the virtual accelerator and transfer this policy onto the real accelerator for inference and model retraining. We show how reinforcement learning can be utilized as a control system for complex accelerators and provide a model pipeline for how an implementation performs and can be adapted to new accelerator control problems.

Kasparian, Armen [Thomas Jefferson National Accele↗

$\mathrm{RADICAL}$-Pilot and $\mathrm{PMIx}$/$\mathrm{PRRTE}$: Executing Heterogeneous Workloads at Large Scale on Partitioned $\mathrm{HPC}$ Resources

Execution of heterogeneous workflows on high-performance computing (HPC) platforms present unprecedented resource management and execution coordination challenges for runtime systems. Task heterogeneity increases the complexity of resource and execution management, limiting the scalability and efficiency of workflow execution. Re-source partitioning and distribution of tasks execution over portioned re-sources promises to address those problems but we lack an experimental evaluation of its performance at scale. Here this paper provides a performance evaluation of the Process Management Interface for Exascale (PMIx) and its reference implementation PRRTE on the leadership-class HPC plat-form Summit, when integrated into a pilot-based runtime system called RADICAL-Pilot. We partition resources across multiple PRRTE Distributed Virtual Machine (DVM) environments, responsible for launching tasks via the PMIx interface. We experimentally measure the work-load execution performance in terms of task scheduling/launching rate and distribution of DVM task placement times, DVM startup and termination overheads on the Summit leadership-class HPC platform. Integrated solution with PMIx/PRRTE enables using an abstracted, standardized set of interfaces for orchestrating the launch process, dynamic process management and monitoring capabilities. It extends scaling capabilities allowing to overcome a limitation of other launching mechanisms (e.g., JSM/LSF). Explored different DVM setup configurations provide insights on DVM performance and a layout to leverage it. Our experimental results show that heterogeneous workload of 65,500 tasks on 2048 nodes, and partitioned across 32 DVMs, runs steady with resource utilization not lower than 52%. While having less concurrently executed tasks resource utilization is able to reach up to 85%, based on results of heterogeneous workload of 8200 tasks on 256 nodes and 2 DVMs.

97 MATHEMATICS AND COMPUTING↗

Virtual and Augmented Realities to Support Development, Training, Deployment, and Operations of Remote Systems - 20516

Throughout the U.S. Department of Energy complex, there is a need to deploy new, unique equipment and systems for cleanup activities, waste processing, infrastructure repair, and decommissioning and demolition in radioactive and hazardous environments. The new equipment often consists of custom systems created by integrating and modifying commercial technologies. In addition, the systems are deployed in unique environments due to limited access, waste properties, and the presence of previously installed equipment or infrastructure that has been left in place. The deployment of custom systems that are 'turnkey' ready for first-time installation and application has its risks. Use of test platforms and mockups for cold (i.e., non-radioactive) testing is one method to mitigate that risk: however, full-scale test mockups for operations such as waste retrieval and tank inspection can be expensive and must be modified to incorporate the uniqueness of each application. An alternative to full-scale mockups is to use three-dimensional (3D) virtual environments and virtual reality (VR) technology to develop interactive virtual test beds. These can be used throughout the down-selection, development, system integration, operational planning, operator training, and mission execution phases of a task. Virtual test beds are readily reconfigured, can be used for multiple tasks, support multiple users in parallel, and can accommodate enhancements and changes not originally planned or conceived in the initial design. Virtual test beds also provide a platform for developing and testing augmented reality (AR) tools for improving operator efficiency. A VR experience has been generated for waste retrieval from a Hanford waste tank to present the potential applications of a virtual test bed. Features of the VR experience are presented, potential applications of VR and AR for remote applications are discussed, and development areas for improving future application are considered. (authors)

12 MANAGEMENT OF RADIOACTIVE AND NON-RADIOACTIVE W↗

Field Experiments using Telepresence and Virtual Reality to Control Remote Vehicles: Application to Mars Rover Missions

This paper will describe a series of field experiments to develop and demonstrate file use of Telepresence and Virtual Reality systems for controlling rover vehicles on planetary surfaces. In 1993, NASA Ames deployed a Telepresence-Controlled Remotely Operated underwater Vehicle (TROV) into an ice-covered sea environment in Antarctica. The goal of the mission was to perform scientific exploration of an unknown environment using a remote vehicle with telepresence and virtual reality as a user interface. The vehicle was operated both locally, from above a dive hole in the ice through which it was launched, and remotely over a satellite communications link from a control room at NASA's Ames Research center, for over two months. Remote control used a bidirectional Internet link to the vehicle control computer. The operator viewed live stereo video from the TROV along with a computer-gene rated graphic representation of the underwater terrain showing file vehicle state and other related information. Tile actual vehicle could be driven either from within the virtual environment or through a telepresence interface. In March 1994, a second field experiment was performed in which [lie remote control system developed for the Antarctic TROV mission was used to control the Russian Marsokhod Rover, an advanced planetary surface rover intended for launch in 1998. Marsokhod consists of a 6-wheel chassis and is capable of traversing several kilometers of terrain each day, The rover can be controlled remotely, but is also capable of performing autonomous traverses. The rover was outfitted with a manipulator arm capable of deploying a small instrument, collecting soil samples, etc. The Marsokhod rover was deployed at Amboy Crater in the Mojave desert, a Mars analog site, and controlled remotely from Los Angeles. in two operating modes: (1) a Mars rover mission simulation with long time delay and (2) a Lunar rover mission simulation with live action video. A team of planetary geologists participated in the mission simulation. The scientific goal of the science mission was to determine what could be learned about the geologic context of the site using the capabilities of imaging and mobility provided by the Marsokhod system in these two modes of operation. I will discuss the lessons learned from these experiments in terms of the strategy for performing Mars surface exploration using rovers. This research is supported by the Solar System Exploration Exobiology, Geology, and Advanced Technology programs.

Stoker, Carol↗

Adrastea: An Efficient FPGA Design Environment for Heterogeneous Scientific Computing and Machine Learning

We present Adrastea, an efficient FPGA design environment for developing scientific machine learning applications. FPGA development is challenging, from deployment, proper toolchain setup, programming methods, interfacing FPGA kernels, and more importantly, the need to explore design space choices to get the best performance and area usage from the FPGA kernel design. Adrastea provides an automated and scalable design flow to parameterize, implement, and optimize complex FPGA kernels and associated interfaces. We show how virtualization of the development environment via virtual machines is leveraged to simplify the setup of the FPGA toolchain while deploying the FPGA boards and while scaling up the automated design space exploration to leverage multiple machines concurrently. Adrastea provides an automated build and test environment of FPGA kernels. By exposing design space hyper-parameters, Adrastea can automatically search the design space in parallel to optimize the FPGA design for a given metric, usually performance or area. Adrastea simplifies the task of interfacing with the FPGA kernels with a simplified interface API. To demonstrate the capabilities of Adrastea, we implement a complex random forest machine learning kernel with 10,000 input features while achieving extremely low computing latency without loss of prediction accuracy, which is required by a scientific edge application at SNS. We also demonstrate Adrastea using an FFT kernel and show that for both applications Adrastea is able to systematically and efficiently evaluate different design options, which reduced the time and effort required to develop the kernel from months of manual work to days of automatic builds.

Young, Aaron↗

Development of a low-cost virtual reality workstation for training and education

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.

Phillips, James A.↗

Virtual Reality Simulation of the International Space Welding Experiment

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

Phillips, James A.↗

Virtualization - A Key Cost Saver in NASA Multi-Mission Ground System Architecture

With science team budgets being slashed, and a lack of adequate facilities for science payload teams to operate their instruments, there is a strong need for innovative new ground systems that are able to provide necessary levels of capability processing power, system availability and redundancy while maintaining a small footprint in terms of physical space, power utilization and cooling.The ground system architecture being presented is based off of heritage from several other projects currently in development or operations at Goddard, but was designed and built specifically to meet the needs of the Science and Planetary Operations Control Center (SPOCC) as a low-cost payload command, control, planning and analysis operations center. However, this SPOCC architecture was designed to be generic enough to be re-used partially or in whole by other labs and missions (since its inception that has already happened in several cases!)The SPOCC architecture leverages a highly available VMware-based virtualization cluster with shared SAS Direct-Attached Storage (DAS) to provide an extremely high-performing, low-power-utilization and small-footprint compute environment that provides Virtual Machine resources shared among the various tenant missions in the SPOCC. The storage is also expandable, allowing future missions to chain up to 7 additional 2U chassis of storage at an extremely competitive cost if they require additional archive or virtual machine storage space.The software architecture provides a fully-redundant GMSEC-based message bus architecture based on the ActiveMQ middleware to track all health and safety status within the SPOCC ground system. All virtual machines utilize the GMSEC system agents to report system host health over the GMSEC bus, and spacecraft payload health is monitored using the Hammers Integrated Test and Operations System (ITOS) Galaxy Telemetry and Command (TC) system, which performs near-real-time limit checking and data processing on the downlinked data stream and injects messages into the GMSEC bus that are monitored to automatically page the on-call operator or Systems Administrator (SA) when an off-nominal condition is detected. This architecture, like the LTSP thin clients, are shared across all tenant missions.Other required IT security controls are implemented at the ground system level, including physical access controls, logical system-level authentication authorization management, auditing and reporting, network management and a NIST 800-53 FISMA-Moderate IT Security plan Risk Assessment Contingency Plan, helping multiple missions share the cost of compliance with agency-mandated directives.The SPOCC architecture provides science payload control centers and backup mission operations centers with a cost-effective, standardized approach to virtualizing and monitoring resources that were traditionally multiple racks full of physical machines. The increased agility in deploying new virtual systems and thin client workstations can provide significant savings in personnel costs for maintaining the ground system. The cost savings in procurement, power, rack footprint and cooling as well as the shared multi-mission design greatly reduces upfront cost for missions moving into the facility. Overall, the authors hope that this architecture will become a model for how future NASA operations centers are constructed!

Ground System Architecture↗

Integrated Data Visualization and Virtual Reality Tool

The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.

Dryer, David A.↗

Virtual Volumes

SAND2022-14692 O Virtual Volumes is a CAD2VR plugin that gives users a powerful and intuitive way of exploring volumetric data in a three-dimensional (3D) virtual reality (VR) environment. It enables viewing of and interaction with volumetric and voxel data derived from sources such computed tomography (CT) scans. Current 2D software solutions for viewing CT scans and other volumetric data forces the user to look through "slices" of their data across anatomical planes. In Virtual Volumes, the user can intuitively interact, scale, crop, colorize, and threshold their data in a 3D VR environment. Sandia National Laboratories is a multimission laboratory managed and operated by National Technology & Engineering Solutions of Sandia, LLC, a wholly owned subsidiary of Honeywell International Inc., for the U.S. Department of Energy’s National Nuclear Security Administration under contract DE-NA0003525.

Krukar, JohnA.↗

Community Petascale Project for Accelerator Science and Simulation: Advancing Computational Science for Future Accelerators and Accelerator Technologies

The design and performance optimization of particle accelerators are essential for the success of the DOE scientific program in the next decade. Particle accelerators are very complex systems whose accurate description involves a large number of degrees of freedom and requires the inclusion of many physics processes. Building on the success of the SciDAC-1 Accelerator Science and Technology project, the SciDAC-2 Community Petascale Project for Accelerator Science and Simulation (ComPASS) is developing a comprehensive set of interoperable components for beam dynamics, electromagnetics, electron cooling, and laser/plasma acceleration modelling. ComPASS is providing accelerator scientists the tools required to enable the necessary accelerator simulation paradigm shift from high-fidelity single physics process modeling (covered under SciDAC1) to high-fidelity multiphysics modeling. Our computational frameworks have been used to model the behavior of a large number of accelerators and accelerator R&D experiments, assisting both their design and performance optimization. As parallel computational applications, the ComPASS codes have been shown to make effective use of thousands of processors. ComPASS is in the first year of executing its plan to develop the next-generation HPC accelerator modeling tools. ComPASS aims to develop an integrated simulation environment that will utilize existing and new accelerator physics modules with petascale capabilities, by employing modern computing and solver technologies. The ComPASS vision is to deliver to accelerator scientists a virtual accelerator and virtual prototyping modeling environment, with the necessary multiphysics, multiscale capabilities. The plan for this development includes delivering accelerator modeling applications appropriate for each stage of the ComPASS software evolution. Such applications are already being used to address challenging problems in accelerator design and optimization. The ComPASS organization for software development and applications accounts for the natural domain areas (beam dynamics, electromagnetics, and advanced acceleration), and all areas depend on the enabling technologies activities, such as solvers and component technology, to deliver the desired performance and integrated simulation environment. The ComPASS applications focus on computationally challenging problems important for design or performance optimization to all major HEP, NP, and BES accelerator facilities. With the cost and complexity of particle accelerators rising, the use of computation to optimize their designs and find improved operating regimes becomes essential, potentially leading to significant cost savings with modest investment.

43 PARTICLE ACCELERATORS↗

Overview of the National Airspace System (NAS) Digital Twin Simulation Environment

The National Airspace System (NAS) Digital Twin is an environment for building and running diverse, realistic simulations of current or future airspace operations. The environment allows for many different types of simulations including both fast-time and real-time operating modes. Playback of historical or live NAS traffic can be combined with simulated aircraft to create a detailed, live, virtual, and constructive environment. These capabilities go together to create an environment that allows for development of concepts through the entire Technology Readiness Levels scale from initial concept to field evaluations. This extended abstract will discuss details of the software-foundations of the NAS Digital Twin environment. Then, several example simulations and analyses will be presented to illustrate the breadth and power of the tool.

airspace simulation, digital twin↗

Overview of the National Airspace System (NAS) Digital Twin Simulation Environment

The National Airspace System (NAS) Digital Twin is an environment for building and running diverse, realistic simulations of current or future airspace operations. The environment allows for many different types of simulations including both fast-time and real-time operating modes. Playback of historical or live NAS traffic can be combined with simulated aircraft to create a detailed, live, virtual, and constructive environment. These capabilities go together to create an environment that allows for development of concepts through the entire Technology Readiness Levels scale from initial concept to field evaluations. This extended abstract will discuss details of the software-foundations of the NAS Digital Twin environment. Then, several example simulations and analyses will be presented to illustrate the breadth and power of the tool.

airspace simulation↗

The role of nanopores on U(VI) sorption and redox behavior in U(VI)-contaminated subsurface sediments

Most reactive surfaces in clay-dominated sediments are present within nanopores (pores of nm dimension). The behavior of geological fluids and minerals in nanopores is significantly different from those in normal non-nanoporous environments. The effect of nanopore surfaces on U(VI) sorption/desorption and reduction is likely to be significant in clay-rich subsurface environments. Our research results from both model nanopore system and natural sediments from both model system (synthetic nanopore alumina) and sediments from the ORNL Field Research Center prove that U(VI) sorption on nanopore surfaces can be greatly enhanced by nanopore confinement environments. The results from the project provide advanced mechanistic, quantitative information on the physiochemical controls on uranium sorption and redox behavior in subsurface sediments. The influence of nanopore surfaces on coupled uranium sorption/desorption and reduction processes is significant in virtually all subsurface environments, because most reactive surfaces are in fact nanopore surfaces. The results will enhance transfer of our laboratory-based research to a major field research initiative where reductive uranium immobilization is being investigated. Our results will also provide the basic science for developing in-situ colloidal barrier of nanoporous alumina in support of environmental remediation and long term stewardship of DOE sites.

54 ENVIRONMENTAL SCIENCES↗

Virtual Cybersecurity Camps: Lessons Learned

Cybersecurity camps provide participants with an opportunity to learn about cybersecurity in a fun and safe environment. Traditionally, such camps, like many others, are held in-person. However, the COVID-19 pandemic created unique challenges and also an opportunity to counter those challenges—holding a cybersecurity camp virtually. While countless other camps, both cybersecurityrelated and others, moved to a virtual environment so that such camps could continue to be held, this paper presents some lessons learned and suggestions that may be helpful to others deciding to hold a virtual camp in the future. Some of the lessons learned may be specific to a cybersecurity camp, but most would be applicable to a broad audience.

cyber security education, student camp, STEM educa↗

Internship in Augmented and Virtual Reality - Rapid Model Import Tool

The integration of virtual and augmented reality, sometimes called mixed reality, is an emerging technology which will likely skyrocket overnight much in the way smartphones did a decade ago. Kennedy Space Center's Augmented and Virtual Reality (AVR) Lab is developing a Rapid Model Import Tool (RMIT) to create a quick and efficient way to bring NASA's complex engineering 3D models into virtual and augmented environments. The long-term objective is to create a tool that will ultimately benefit KSC engineers. Its various uses within NASA can potentially span from astronaut training, to marketing, to public outreach, to name a few. Unity is a prolific cross-platform game engine that allows users to build high quality 2D and 3D games for desktop, mobile, web, and game console platforms. It is perhaps also the most widely used software for virtual reality game development. At the AVR lab, we are looking at alternative uses of Unity to build tools for NASA engineers to perform design, development, testing, and training on spacecraft, rocket delivery systems, ground support equipment, and facilities at KSC. As an intern for the RMIT project, I am charged with the task of performing research on Unity-compatible file types to develop an efficient, affordable, preservative process to bring models from CATIA 3D engineering software into the Unity environment. With a tool called the NASA Enterprise Visualization Application (NEVA), developed by the Boeing Design Visualization group at KSC, we are able to easily convert CATIA's design models to. DAE (also known as COLLADA) and .OBJ file formats. I first reduce the polygon count of the model within CATIA itself, make any necessary tweaks to reduce the model further, and then export using NEVA. The .OBJ or. DAE files that I am left with are then converted by another intern to a Unity-compatible file format using a custom Python script. I have generated extensive documentation of this process in a NEVA User Guide. By the end of this semester, we will have built a solid framework for RMIT based on a thorough understanding of virtual reality specifications and file requirements, allowing future software development teams to go forward with development on the custom tool.

Leap Motion↗