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At least 91 records · Page 5

Space Station Human Factors Research Review. Volume 1: EVA Research and Development

An overview is presented of extravehicular activity (EVA) research and development activities at Ames. The majority of the program was devoted to presentations by the three contractors working in parallel on the EVA System Phase A Study, focusing on Implications for Man-Systems Design. Overhead visuals are included for a mission results summary, space station EVA requirements and interface accommodations summary, human productivity study cross-task coordination, and advanced EVAS Phase A study implications for man-systems design. Articles are also included on subsea approach to work systems development and advanced EVA system design requirements.

Cohen, Marc M.

Interactive-graphic flowpath plotting for turbine engines

An engine cycle program capable of simulating the design and off-design performance of arbitrary turbine engines, and a computer code which, when used in conjunction with the cycle code, can predict the weight of the engines are described. A graphics subroutine was added to the code to enable the engineer to visualize the designed engine with more clarity by producing an overall view of the designed engine for output on a graphics device using IBM-370 graphics subroutines. In addition, with the engine drawn on a graphics screen, the program allows for the interactive user to make changes to the inputs to the code for the engine to be redrawn and reweighed. These improvements allow better use of the code in conjunction with the engine program.

Corban, R. R.

NASA advanced design program. Design and analysis of a radio-controlled flying wing aircraft

The main challenge of this project was to design an aircraft that will achieve stability while flying without a horizontal tail. The project focused on both the design, analysis and construction of a remotely piloted, elliptical shaped flying wing. The design team was composed of four sub-groups each of which dealt with the different aspects of the design, namely aerodynamics, stability and control, propulsion, and structures. Each member of the team initially researched the background information pertaining to specific facets of the project. Since previous work on this topic was limited, most of the focus of the project was directed towards developing an understanding of the natural instability of the aircraft. Once the design team entered the conceptual stage of the project, a series of compromises had to be made to satisfy the unique requirements of each sub-group. As a result of the numerous calculations and iterations necessary, computers were utilized extensively. In order to visualize the design and layout of the wing, engines and control surfaces, a solid modeling package was used to evaluate optimum design placements. When the design was finalized, construction began with the help of all the members of the project team. The nature of the carbon composite construction process demanded long hours of manual labor. The assembly of the engine systems also required precision hand work. The final product of this project is the Elang, a one-of-a-kind remotely piloted aircraft of composite construction powered by two ducted fan engines.

Source record

Category Learning Research in the Interactive Online Environment Second Life

The interactive online environment Second Life allows users to create novel three-dimensional stimuli that can be manipulated in a meaningful yet controlled environment. These features suggest Second Life's utility as a powerful tool for investigating how people learn concepts for unfamiliar objects. The first of two studies was designed to establish that cognitive processes elicited in this virtual world are comparable to those tapped in conventional settings by attempting to replicate the established finding that category learning systematically influences perceived similarity . From the perspective of an avatar, participants navigated a course of unfamiliar three-dimensional stimuli and were trained to classify them into two labeled categories based on two visual features. Participants then gave similarity ratings for pairs of stimuli and their responses were compared to those of control participants who did not learn the categories. Results indicated significant compression, whereby objects classified together were judged to be more similar by learning than control participants, thus supporting the validity of using Second Life as a laboratory for studying human cognition. A second study used Second Life to test the novel hypothesis that effects of learning on perceived similarity do not depend on the presence of verbal labels for categories. We presented the same stimuli but participants classified them by selecting between two complex visual patterns designed to be extremely difficult to label. While learning was more challenging in this condition , those who did learn without labels showed a compression effect identical to that found in the first study using verbal labels. Together these studies establish that at least some forms of human learning in Second Life parallel learning in the actual world and thus open the door to future studies that will make greater use of the enriched variety of objects and interactions possible in simulated environments compared to traditional experimental situations.

Andrews, Jan

Training Enhances Both Locomotor and Cognitive Adaptability to a Novel Sensory Environment

During adaptation to novel gravitational environments, sensorimotor disturbances have the potential to disrupt the ability of astronauts to perform required mission tasks. The goal of this project is to develop a sensorimotor adaptability (SA) training program to facilitate rapid adaptation. We have developed a unique training system comprised of a treadmill placed on a motion-base facing a virtual visual scene that provides an unstable walking surface combined with incongruent visual flow designed to enhance sensorimotor adaptability. The goal of our present study was to determine if SA training improved both the locomotor and cognitive responses to a novel sensory environment and to quantify the extent to which training would be retained. Methods: Twenty subjects (10 training, 10 control) completed three, 30-minute training sessions during which they walked on the treadmill while receiving discordant support surface and visual input. Control subjects walked on the treadmill but did not receive any support surface or visual alterations. To determine the efficacy of training all subjects performed the Transfer Test upon completion of training. For this test, subjects were exposed to novel visual flow and support surface movement, not previously experienced during training. The Transfer Test was performed 20 minutes, 1 week, 1, 3 and 6 months after the final training session. Stride frequency, auditory reaction time, and heart rate data were collected as measures of postural stability, cognitive effort and anxiety, respectively. Results: Using mixed effects regression methods we determined that subjects who received SA training showed less alterations in stride frequency, auditory reaction time and heart rate compared to controls. Conclusion: Subjects who received SA training improved performance across a number of modalities including enhanced locomotor function, increased multi-tasking capability and reduced anxiety during adaptation to novel discordant sensory information. Trained subjects maintained their level of performance over six months.

Bloomberg, J. J.

Training to Facilitate Adaptation to Novel Sensory Environments

After spaceflight, the process of readapting to Earth s gravity causes locomotor dysfunction. We are developing a gait training countermeasure to facilitate adaptive responses in locomotor function. Our training system is comprised of a treadmill placed on a motion-base facing a virtual visual scene that provides an unstable walking surface combined with incongruent visual flow designed to train subjects to rapidly adapt their gait patterns to changes in the sensory environment. The goal of our present study was to determine if training improved both the locomotor and dual-tasking ability responses to a novel sensory environment and to quantify the retention of training. Subjects completed three, 30-minute training sessions during which they walked on the treadmill while receiving discordant support surface and visual input. Control subjects walked on the treadmill without any support surface or visual alterations. To determine the efficacy of training, all subjects were then tested using a novel visual flow and support surface movement not previously experienced during training. This test was performed 20 minutes, 1 week, and 1, 3, and 6 months after the final training session. Stride frequency and auditory reaction time were collected as measures of postural stability and cognitive effort, respectively. Subjects who received training showed less alteration in stride frequency and auditory reaction time compared to controls. Trained subjects maintained their level of performance over 6 months. We conclude that, with training, individuals became more proficient at walking in novel discordant sensorimotor conditions and were able to devote more attention to competing tasks.

Bloomberg, J. J.

Human visual performance model for crewstation design

An account is given of a Visibility Modeling Tool (VMT) which furnishes a crew-station designer with the means to assess configurational tradeoffs, with a view to the impact of various options on the unambiguous access of information to the pilot. The interactive interface of the VMT allows the manipulation of cockpit geometry, ambient lighting, pilot ergonomics, and the displayed symbology. Performance data can be displayed in the form of 3D contours into the crewstation graphic model, thereby yielding an indication of the operator's visual capabilities.

Larimer, James

Advanced Manufacturing Techniques Demonstrated for Fabricating Developmental Hardware

NASA Glenn Research Center's Engineering Development Division has been working in support of innovative gas turbine engine systems under development by Glenn's Combustion Branch. These one-of-a-kind components require operation under extreme conditions. High-temperature ceramics were chosen for fabrication was because of the hostile operating environment. During the designing process, it became apparent that traditional machining techniques would not be adequate to produce the small, intricate features for the conceptual design, which was to be produced by stacking over a dozen thin layers with many small features that would then be aligned and bonded together into a one-piece unit. Instead of using traditional machining, we produced computer models in Pro/ENGINEER (Parametric Technology Corporation (PTC), Needham, MA) to the specifications of the research engineer. The computer models were exported in stereolithography standard (STL) format and used to produce full-size rapid prototype polymer models. These semi-opaque plastic models were used for visualization and design verification. The computer models also were exported in International Graphics Exchange Specification (IGES) format and sent to Glenn's Thermal/Fluids Design & Analysis Branch and Applied Structural Mechanics Branch for profiling heat transfer and mechanical strength analysis.

Redding, Chip

Conceptual design study for a teleoperator visual system, phase 2

An analysis of the concept for the hybrid stereo-monoscopic television visual system is reported. The visual concept is described along with the following subsystems: illumination, deployment/articulation, telecommunications, visual displays, and the controls and display station.

Grant, C.

Teleoperator docking simulation

A simulation study is described of the translation, station keeping and final approach segments of the teleoperator implemented at MSFC. An effort is made to identify the teleoperator visual system design parameters which influence operator performance and to determine human factors design requirements for free flying teleoperators.

Kirkpatrick, M.

Human problem solving performance in a fault diagnosis task

It is proposed that humans in automated systems will be asked to assume the role of troubleshooter or problem solver and that the problems which they will be asked to solve in such systems will not be amenable to rote solution. The design of visual displays for problem solving in such situations is considered, and the results of two experimental investigations of human problem solving performance in the diagnosis of faults in graphically displayed network problems are discussed. The effects of problem size, forced-pacing, computer aiding, and training are considered. Results indicate that human performance deviates from optimality as problem size increases. Forced-pacing appears to cause the human to adopt fairly brute force strategies, as compared to those adopted in self-paced situations. Computer aiding substantially lessens the number of mistaken diagnoses by performing the bookkeeping portions of the task.

Rouse, W. B.

Integrated voice and visual systems research topics

A series of studies was performed to investigate factors of helicopter speech and visual system design and measure the effects of these factors on human performance, both for pilots and non-pilots. The findings and conclusions of these studies were applied by the U.S. Army to the design of the Army's next generation threat warning system for helicopters and to the linguistic functional requirements for a joint Army/NASA flightworthy, experimental speech generation and recognition system.

Williams, Douglas H.

Ames vision group research overview

A major goal of the reseach group is to develop mathematical and computational models of early human vision. These models are valuable in the prediction of human performance, in the design of visual coding schemes and displays, and in robotic vision. To date researchers have models of retinal sampling, spatial processing in visual cortex, contrast sensitivity, and motion processing. Based on their models of early human vision, researchers developed several schemes for efficient coding and compression of monochrome and color images. These are pyramid schemes that decompose the image into features that vary in location, size, orientation, and phase. To determine the perceptual fidelity of these codes, researchers developed novel human testing methods that have received considerable attention in the research community. Researchers constructed models of human visual motion processing based on physiological and psychophysical data, and have tested these models through simulation and human experiments. They also explored the application of these biological algorithms to applications in automated guidance of rotorcraft and autonomous landing of spacecraft. Researchers developed networks for inhomogeneous image sampling, for pyramid coding of images, for automatic geometrical correction of disordered samples, and for removal of motion artifacts from unstable cameras.

Watson, Andrew B.

Sensory conflict in motion sickness: An observer theory approach

Motion sickness is the general term describing a group of common nausea syndromes originally attributed to motion-induced cerebral ischemia, stimulation of abdominal organ afferent, or overstimulation of the vestibular organs of the inner ear. Sea-, car-, and airsicknesses are the most commonly experienced examples. However, the discovery of other variants such as Cinerama-, flight simulator-, spectacle-, and space sickness in which the physical motion of the head and body is normal or absent has led to a succession of sensory conflict theories which offer a more comprehensive etiologic perspective. Implicit in the conflict theory is the hypothesis that neutral and/or humoral signals originate in regions of the brain subversing spatial orientation, and that these signals somehow traverse to other centers mediating sickness symptoms. Unfortunately, the present understanding of the neurophysiological basis of motion sickness is far from complete. No sensory conflict neuron or process has yet been physiologically identified. To what extent can the existing theory be reconciled with current knowledge of the physiology and pharmacology of nausea and vomiting. The stimuli which causes sickness, synthesizes a contemporary Observer Theory view of the Sensory Conflict hypothesis are reviewed, and a revised model for the dynamic coupling between the putative conflict signals and nausea magnitude estimates is presented. The use of quantitative models for sensory conflict offers a possible new approach to improving the design of visual and motion systems for flight simulators and other virtual environment display systems.

Oman, Charles M.

PLOT3D user's manual

PLOT3D is a computer graphics program designed to visualize the grids and solutions of computational fluid dynamics. Seventy-four functions are available. Versions are available for many systems. PLOT3D can handle multiple grids with a million or more grid points, and can produce varieties of model renderings, such as wireframe or flat shaded. Output from PLOT3D can be used in animation programs. The first part of this manual is a tutorial that takes the reader, keystroke by keystroke, through a PLOT3D session. The second part of the manual contains reference chapters, including the helpfile, data file formats, advice on changing PLOT3D, and sample command files.

Walatka, Pamela P.

The dynamics of orbital maneuvering: Design and evaluation of a visual display aid for human controllers

An interactive proximity operations planning system, which allows on-site planning of fuel-efficient, multi-burn maneuvers in a potential multi-spacecraft environment was developed and tested. Though this display system most directly assists planning by providing visual feedback to aid visualization of the trajectories and constraints, its most significant features include an inverse dynamics algorithm that removes control nonlinearities facing the operator and a trajectory planning technique that reduces the order of control and creates, through a geometric spread-sheet the illusion of an inertially stable environment. This synthetic environment provides the user with control of relevant static and dynamic properties of way-points during small orbital changes allowing independent solutions to the normally coupled problems of orbital maneuvering. An experiment was carried out in which experienced operators were required to plan a trajectory to retrieve an object accidently separated from a dual-keel space station. The time required to plan these maneuvers was found to be predicted by the direction of the insertion thrust and did not depend on the point of separation from the space station.

Ellis, Stephen R.

Perceptual issues in scientific visualization

In order to develop effective tools for scientific visulaization, consideration must be given to the perceptual competencies, limitations, and biases of the human operator. Perceptual psychology has amassed a rich body of research on these issues and can lend insight to the development of visualization tehcniques. Within a perceptual psychological framework, the computer display screen can best be thought of as a special kind of impoverished visual environemnt. Guidelines can be gleaned from the psychological literature to help visualization tool designers avoid ambiguities and/or illusions in the resulting data displays.

Kaiser, Mary K.

Cost - The challenge for advanced materials and structures

Information is presented on the cost of various aircraft structures, together with methods for predicting and reducing cost. The need for the development of cost models, and of a comparative cost algorithm which could function as an engineering design tool to evaluate different design concepts, is emphasized. Efforts are underway to develop cost models that establish building-block unit cell elements that represent different material forms, geometric shapes, fabrication processes, and methods of assembly, with the purpose of expressing cost per pound or labor per pound data, with physical design and manufacture variables that a designer can visualize.

Davis, John G., Jr.