Search NASA⌕ Search

SEARCH · Search NASA

Results for “virtual environments”

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 811 records · Page 45

Sounds of silence: How to animate virtual worlds with sound

Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.

Astheimer, Peter↗

Science Federation Emulation Testbed: Demonstration of VFSIE Functionalities

The Virtual Federated Science Instrument Environment (VFSIE) is a digital twin of a federated infrastructure of multiple sites with science instruments and computing systems that are geographically dispersed. It emulates the federation using containers and virtual hosts (vhosts) connected over local and wide-area networks for the main purpose of supporting the development and testing of science workflows and software stacks, which will subsequently transition to the physical infrastructure. In this demo, we present VFSIE of a four sites scenario and illustrate the following use cases: (i) execution of federation stack components that expose resources to enable a science user to execute workflows, (ii) execution of remote control commands of beam-line instruments to collect measurements and position the sensor, and (iii) remote execution and access of Jupyter Notebook for tomographic image computations

Al Najjar, Anees↗

Building Virtual Ecosystems: Computational Challenges for Mechanistic Modeling of Terrestrial Environments Workshop, Germantown, Maryland, March 26–27, 2014

The mission of the Climate and Environmental Sciences Division of the Office of Biological and Environmental Research (BER) within the U.S. Department of Energy’s (DOE) Office of Science is “to advance a robust, predictive understanding of Earth’s climate and environmental systems and to inform the development of sustainable solutions to the nation’s energy and environmental challenges.” This formidable challenge requires quantification of stocks and controls on states, fluxes, and residence times of water, carbon, and other key elements through all components of the terrestrial system. These components include vegetation, soils, the deep vadose zone, groundwater, and surface water. To achieve this level of predictive understanding, a new generation of multiscale, multiphysics models is needed for terrestrial systems—models that incorporate process couplings and feedbacks between various “pools” (i.e., vegetation, soils, subsurface aquifers, and surface waters) across wide ranges of spatial and temporal scales. To explore the potential of a new generation of multiscale, multiphysics models for revolutionizing the understanding of terrestrial ecosystem dynamics, BER held the Computational Challenges for Mechanistic Modeling of Terrestrial Environments workshop on March 26–27, 2014, in Germantown, Maryland. The workshop brought together 29 researchers with diverse expertise, including hydrologists, environmental scientists, ecologists, microbiologists, plant scientists, and computational scientists. Through a combination of invited talks, breakout sessions, and report-back discussions, workshop attendees identified challenges and research opportunities needed to develop a more seamless and continuous framework for mechanistic modeling of terrestrial environments extending from the bedrock to the atmospheric boundary layer and from single-plant systems to fields of crops to watersheds and river basins.

54 ENVIRONMENTAL SCIENCES↗

Artificial Intelligence Thermostat to Detect Faults

Residential air conditioners and heat pumps often experience faults due to inadequate maintenance, which can severely reduce efficiency or even cause system failure. Common issues include dirty or clogged air filters and refrigerant leaks. These problems degrade performance and increase energy use and operating costs. This study presents a smart thermostat with embedded artificial intelligence to detect such faults and alert homeowners when maintenance is needed. The thermostat uses low-cost measurements—including return-air temperature, relative humidity, supply-air temperature, outdoor-air temperature, and condenser subcooling—to identify abnormal operations. Because different faults produce distinct response patterns, tailored algorithms are developed to recognize characteristic fault signatures. The investigation is built on a detailed co-simulation platform that couples EnergyPlus with the DOE/ORNL Heat Pump Design Model (HPDM). EnergyPlus represents the building’s dynamic environment, while HPDM is a high-fidelity, hardware-based model that can simulate fault-free performance as well as a wide range of faults, including gradual degradation such as minor refrigerant leakage. This platform provides a virtual training and testing environment that helps distinguish fault-induced behavior from normal operation and supports development of robust diagnostic algorithms. Using this framework, a Dynamic Bayesian Network was developed to identify two common faults—gradual refrigerant charge loss and indoor airflow blockage—and the AI-embedded thermostat was verified through annual building simulations.

Shen, Bo [ORNL] (ORCID:0000000336600393)↗

Autonomous Ocean World Exploration: Advancement of a Virtual Testbed

The search for life (extinct or extant) and potentially habitable bodies in our solar system and beyond is one of the 12 priority science questions outlined in the National Acadamies’ 2022 decadal survey [5]. Extraterrestrial destinations containing liquid water present an opportunity to search for life as we know it, and in recent years an increasing number of such locations have been discovered within our solar system. Several Jovian moons—Europa, Ganymede, and Callisto [10]—and the Saturnian moons Enceladus [8] and Titan [9] are known or suspected to harbor massive subsurface oceans. Of these "ocean worlds", Europa is the focus of at least one planned NASA orbiter mission, Europa Clipper [4], and an early lander mission concept, the Europa Lander [2, 3]. Whereas most robotic missions to the Moon and Mars (e.g. orbiters, rovers, landers) to date have had ground controllers on Earth tightly involved in mission operations, missions to more distant worlds will require a high degree of onboard autonomy due to long communication lags and blackouts, harsh environments (radiation, cold), and more limited battery and hardware life. The past decade has seen great advances in both AI technologies and computing scalability and performance that offer promising solutions for spacecraft autonomy and motivate the software system and research programs described in this paper. The Ocean Worlds Autonomy Testbed for Exploration, Research, and Simulation (OceanWATERS) [1], which has been in development at the NASA Ames Research Center since 2018, is a virtual environment for testing lander autonomy solutions. It is built on the Robot Operating System (ROS), runs on consumer-grade Linux workstations, and was released as open source in 2020. OceanWATERS provides a physical and visual simulation of a prototypical lander in a Europa-like environment (Figure 1). The lander was modeled after requirements and specifications made in JPL’s Europa Lander Study of 2016 [3]. Simulated lander systems include stereo cameras and spotlights mounted on an antenna mast that pans and tilts, a 6 degrees of freedom (DoF) robotic arm with a force-torque sensor and two interchangeable end effectors, and a battery pack power system. The environment consists of multiple terrain models including a highly detailed model sourced from the FROST dataset [11], simulation of surrounding planetary bodies based on an ephemeris model, and lighting from the sun with associated surface illumination, reflectance, and shadows. Operations supported by OceanWATERS include panoramic and directed imaging of the environment and lander workspace, Cartesian and joint-level arm commanding, grinding of the terrain surface (e.g. digging a trench), and scooping of ground material (Figure 2) which can be discarded or collected as science samples in a receptacle that can be emptied (science operations themselves are not simulated). These operations are realized as ROS Actions and are complimented by a wide selection of telemetry that is continually produced by each lander subsystem. The power system model is driven by the open-source Generic Software Architecture for Prognostics (GSAP) [11] that predicts the battery’s remaining useful life and other characteristics. As a testbed for high-level autonomy, OceanWATERS provides an execution framework based on PLEXIL [12], an open-source plan specification language and execution engine developed largely at Ames. NASA's initial development of OceanWATERS, as well the Ocean Worlds Lander Autonomy Testbed (OWLAT) [6], a complimentary physical testbed developed at JPL, was the first step in a plan for realizing candidate onboard autonomy solutions for such planetary landers. In 2020 NASA solicited applications for its Autonomous Robotics Research for Ocean Worlds (ARROW) program, and in 2021 the similar Concepts for Ocean worlds Life Detection Technology (COLDTech) program. Collectively six research teams, based in universities and companies across the United States, were awarded grants to develop and demonstrate autonomy solutions on OceanWATERS and OWLAT. These 1–2-year projects have now finished or are nearing completion, and a wide variety of autonomy challenges in ocean world surface missions were addressed. Prototyped and demonstrated solutions have included autonomous discovery, response and adaptation to system faults and unexpected environmental events, world model synthesis through perception, plan synthesis using learned models, methods to optimize sample target selection and prioritize science data transmission, extension of PLEXIL for stochastic decision-making, and an integration of a model of JPL’s mission-ready COLDArm [7]. Technologies used in these projects include many forms of machine learning, causal reasoning, automated planning, Markov decision processes, formal methods, and other advanced techniques. A more detailed summary of the ARROW and COLDTech projects is given herein. OceanWATERS has had significant enhancements since its open-source release in 2020. Many of its new features were driven or shaped by feedback from the ARROW and COLDTech teams and requirements of their projects. In support of enabling autonomous adaptation to spacecraft faults (a specific capability solicited by both programs), a fault injection and detection framework was developed that supports a wide and growing range of fault types such as locked joints, image loss, and battery failures. The power system model was completed and integrated into the simulator, starting as a single-cell battery model and later upgraded to a multi-cell model with associated faults such as cell disconnection. Arm/terrain interaction was improved by adding a force-torque sensor and associated faults, and an analytic dig force model based on the Balovnev bucket force equations. Environment fidelity was increased by modeling terrain deformation resulting from digging and scooping; visual improvements were made in textures, lighting, and shadows. To facilitate interoperation with OWLAT, a unified command and telemetry interface between the testbeds was developed at the ROS level, along with a PLEXIL interface. The number of lander operations was greatly expanded (e.g. with Cartesian-based arm and antenna movement), and a framework was designed for users to build their own lander actions. A GUI for PLEXIL plan selection was created (Figure 3), and an expansive set of plans were added, such as those that illustrate patterns for fault handling. This paper provides a self-contained high-level description of OceanWATERS, focusing on more detailed coverage of the aforementioned enhancements. It provides a high-level summary of the projects undertaken by participants in the ARROW and COLDTech programs and how these efforts have helped shape OceanWATERS. Finally, potential future work and directions for the testbed are listed, as likely informed by the recent planetary science decadal survey [5].

K Michael Dalal↗

Lipid Biomarkers for a Hypersaline Microbial Mat Community

The use of lipid biomarkers and their carbon isotopic compositions are valuable tools for establishing links to ancient microbial ecosystems. As witnessed by the stromatolite record, benthic microbial mats grew in shallow water lagoonal environments where microorganisms had virtually no competition apart from the harsh conditions of hypersalinity, desiccation and intense light. Today, the modern counterparts of these microbial ecosystems find appropriate niches in only a few places where extremes eliminate eukaryotic grazers. Answers to many outstanding questions about the evolution of microorganisms and their environments on early Earth are best answered through study of these extant analogs. Lipids associated with various groups of bacteria can be valuable biomarkers for identification of specific groups of microorganisms both in ancient organic-rich sedimentary rocks (geolipids) and contemporary microbial communities (membrane lipids). Use of compound specific isotope analysis adds additional refinement to the identification of biomarker source, so that it is possible to take advantage of the 3C-depletions associated with various functional groups of organisms (i.e. autotrophs, heterotrophs, methanotrophs, methanogens) responsible for the cycling of carbon within a microbial community. Our recent work has focused on a set of hypersaline evaporation ponds at Guerrero Negro, Baja California Sur, Mexico which support the abundant growth of Microcoleus-dominated microbial mats. Specific biomarkers for diatoms, cyanobacteria, archaea, green nonsulfur (GNS), sulfate reducing, and methanotrophic bacteria have been identified. Analyses of the ester-bound fatty acids indicate a highly diverse microbial community, dominated by photosynthetic organisms at the surface.

Jahnke, Linda L.↗

Exploring the Solar System from Wherever You Are

NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration that will enable deeper understanding of the Moon and other airless bodies as we move further out of low-Earth orbit. The Solar System Exploration Research Virtual Institute (SSERVI) focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEA's) and the moons of Mars. The Institute research areas are centered on interdisciplinary, exploration-related science of airless bodies targeted as potential human destinations. Areas of study represent the broad spectrum of lunar, NEA, and Martian moon sciences encompassing investigations of the surface, interior, exosphere, and near-space environments as well as science uniquely enabled from these bodies.The SSERVI central office is based at NASA Ames in Silicon Valley a hot spot for innovative and cost-savings approaches to space exploration and rapid advances in technology development. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. The SSERVI teams are supported jointly from NASA's Science Mission Directorate and Human Exploration and Operations Mission Directorate. Teams are funded for five years. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This talk will provide a closer look at research being conducted by the current US teams, our 8 international partners and information about future opportunities to participate in SSERVI.

Pendleton, Y. J.↗

A synthetic design environment for ship design

Rapid advances in computer science and information system technology have made possible the creation of synthetic design environments (SDE) which use virtual prototypes to increase the efficiency and agility of the design process. This next generation of computer-based design tools will rely heavily on simulation and advanced visualization techniques to enable integrated product and process teams to concurrently conceptualize, design, and test a product and its fabrication processes. This paper summarizes a successful demonstration of the feasibility of using a simulation based design environment in the shipbuilding industry. As computer science and information science technologies have evolved, there have been many attempts to apply and integrate the new capabilities into systems for the improvement of the process of design. We see the benefits of those efforts in the abundance of highly reliable, technologically complex products and services in the modern marketplace. Furthermore, the computer-based technologies have been so cost effective that the improvements embodied in modern products have been accompanied by lowered costs. Today the state-of-the-art in computerized design has advanced so dramatically that the focus is no longer on merely improving design methodology; rather the goal is to revolutionize the entire process by which complex products are conceived, designed, fabricated, tested, deployed, operated, maintained, refurbished and eventually decommissioned. By concurrently addressing all life-cycle issues, the basic decision making process within an enterprise will be improved dramatically, leading to new levels of quality, innovation, efficiency, and customer responsiveness. By integrating functions and people with an enterprise, such systems will change the fundamental way American industries are organized, creating companies that are more competitive, creative, and productive.

Chipman, Richard R.↗

NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration

NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA's Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies. NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships. The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.

technology↗

Perceptual Fidelity Versus Engineering Compromises in Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactivity is not always possible in a 'true' virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, A lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

Perceptual Fidelity vs. Engineering Compromises In Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactively is not always possible in a "true" virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, a lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering Constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

Virtual Window Telepresence System for Telerobotics Inspection

Telerobotic inspection can be used in environments that are too hazardous, removed or expensive for direct human inspection. Telerobotic inspection is a complex task requiring an operator to control and coordinate a robot and sensors, while monitoring and interpreting sensor data to detect flaws. A virtual window telepresence system has been developed to aid the operator in performing these inspections.

telepresnece↗

Experimental Internet Environment Software Development

Geographically distributed project teams need an Internet based collaborative work environment or "Intranet." The Virtual Research Center (VRC) is an experimental Intranet server that combines several services such as desktop conferencing, file archives, on-line publishing, and security. Using the World Wide Web (WWW) as a shared space paradigm, the Graphical User Interface (GUI) presents users with images of a lunar colony. Each project has a wing of the colony and each wing has a conference room, library, laboratory, and mail station. In FY95, the VRC development team proved the feasibility of this shared space concept by building a prototype using a Netscape commerce server and several public domain programs. Successful demonstrations of the prototype resulted in approval for a second phase. Phase 2, documented by this report, will produce a seamlessly integrated environment by introducing new technologies such as Java and Adobe Web Links to replace less efficient interface software.

Maddux, Gary A.↗

Augmented Reality for Close Quarters Combat

Sandia National Laboratories has developed a state-of-the-art augmented reality training system for close-quarters combat (CQB). This system uses a wearable augmented reality system to place the user in a real environment while engaging enemy combatants in virtual space (Boston Dynamics DI-Guy). Umbra modeling and simulation environment is used to integrate and control the AR system.

45 MILITARY TECHNOLOGY, WEAPONRY, AND NATIONAL DEF↗

Performance Monitoring and Assessment of Neuro-Adaptive Controllers for Aerospace Applications Using a Bayesian Approach

Modem aircraft, UAVs, and robotic spacecraft pose substantial requirements on controllers in the light of ever increasing demands for reusability, affordability, and reliability. The individual systems (which are often nonlinear) must be controlled safely and reliably in environments where it is virtually impossible to analyze-ahead of time- all the important and possible scenarios and environmental factors. For example, system components (e.g., gyros, bearings of reaction wheels, valves) may deteriorate or break during autonomous UAV operation or long-lasting space missions, leading to a sudden, drastic change in vehicle performance. Manual repair or replacement is not an option in such cases. Instead, the system must be able to cope with equipment failure and deterioration. Controllability of the system must be retained as good as possible or re-established as fast as possible with a minimum of deactivation or shutdown of the system being controlled. In such situations the control engineer has to employ adaptive control systems that automatically sense and correct themselves whenever drastic disturbances and/or severe changes in the plant or environment occur.

Gupta, Pramod↗

KONGMING: Performance Prediction in the Cloud via Multidimensional Interference Surrogates

As more and more applications are deployed in the cloud, it is important for both the user and the operator of the cloud that the resources of the cloud are utilized efficiently. Virtualization and workload consolidation techniques are pervasively applied in the cloud to increase resource utilization while providing isolated execution environments for different users. While virtualization hides the architectural details of the underlying hardware, it can also increase the variability in application execution times due to heterogeneity in available hardware, and interference from other applications sharing the same hardware resources. This reduces both the productivity of cloud platforms and limits the degree to which software colocation can be used to increase its efficiency.

97 MATHEMATICS AND COMPUTING↗

ISS Radiation Shielding and Acoustic Simulation Using an Immersive Environment

The International Space Station Environment Simulator (ISSES) is a virtual reality application that uses high-performance computing, graphics, and audio rendering to simulate the radiation and acoustic environments of the International Space Station (ISS). This CAVE application allows the user to maneuver to different locations inside or outside of the ISS and interactively compute and display the radiation dose at a point. The directional dose data is displayed as a color-mapped sphere that indicates the relative levels of radiation from all directions about the center of the sphere. The noise environment is rendered in real time over headphones or speakers and includes non-spatial background noise, such as air-handling equipment, and spatial sounds associated with specific equipment racks, such as compressors or fans. Changes can be made to equipment rack locations that produce changes in both the radiation shielding and system noise. The ISSES application allows for interactive investigation and collaborative trade studies between radiation shielding and noise for crew safety and comfort.

Verhage, Joshua E.↗

Robot Teleoperation and Perception Assistance with a Virtual Holographic Display

Teleoperation of robots in space from Earth has historically been dfficult. Speed of light delays make direct joystick-type control infeasible, so it is desirable to command a robot in a very high-level fashion. However, in order to provide such an interface, knowledge of what objects are in the robot's environment and how they can be interacted with is required. In addition, many tasks that would be desirable to perform are highly spatial, requiring some form of six degree of freedom input. These two issues can be combined, allowing the user to assist the robot's perception by identifying the locations of objects in the scene. The zSpace system, a virtual holographic environment, provides a virtual three-dimensional space superimposed over real space and a stylus tracking position and rotation inside of it. Using this system, a possible interface for this sort of robot control is proposed.

asteroid missions↗