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An algorithm for neurite outgrowth reconstruction

We present a numerical method which provides the ability to analyze digitized microscope images of retinal explants and quantify neurite outgrowth. Few parameters are required as input and limited user interaction is necessary to process an entire experiment of images. This eliminates fatigue related errors and user-related bias common to manual analysis. The method does not rely on stained images and handles images of variable quality. The algorithm is used to determine time and dose dependent, in vitro, neurotoxic effects of 1 GeV per nucleon iron particles in retinal explants. No neurotoxic effects are detected until 72 h after exposure; at 72 h, significant reductions of neurite outgrowth occurred at doses higher than 10 cGy.

NASA Program Biomedical Research and Countermeasur

SEQ-GEN: A comprehensive multimission sequencing system

SEQ-GEN is a user-interactive computer program used to plan and generate a sequence of commands for spacecraft. Desired activities are specified by the user of SEQ-GEN; SEQ-GEN in turn expands these activities, deriving the spacecraft commands necessary to accomplish the desired activities. SEQ-GEN models the effects on the spacecraft of the commands, predicting the state as a function of time, flagging any conflicts and rule violations. These states, conflicts, and violations are viewable both graphically and textually at the user's request. SEQ-GEN also displays the entire sequence graphically, showing each requested activity as a bar on its graphical timeline. SEQ-GEN immediately revalidates the sequence, updating its models and calculations along with its displays based on these changes. Because it has the ability to recalculate spacecraft states immediately, the user is able to perform 'what-if' sessions easily. SEQ-GEN, a multimission tool, is adaptable to any flight project. A flight project writes its adaptation files containing project unique information including in its simplest form, only spacecraft commands. For more involved projects the adaptation files may also contain flight and mission rules, description of the spacecraft and ground models, and the definition of activities. SEQ-GEN operates at whatever level of detail the adaptation files imply. Simple adaptations are straight forward to do. There is, however, no limit to the complexity of activity definitions or of spacecraft models: both may involve unlimited logical decision points. Commands and activities may involve any number of parameters of a wide variety of data types, including integer, float, time, boolean, and character strings. SEQ-GEN will be used by the Mars Pathfinder, Cassini, and VIM (Voyager Interstellar Mission) project in an effort to speed up adaptation time and to keep sequence generation costs down. SEQ-GEN is hosted on UNIX workstations. It uses MOTIF and X for windowing, and was designed and coded in an object-oriented style in the language C++.

Salcedo, Jose

Latency and User Performance in Virtual Environments and Augmented Reality

System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics, and human-computer interaction.

Ellis, Stephen R.

Geometry modeling and multi-block grid generation for turbomachinery configurations

An interactive 3D grid generation code, Turbomachinery Interactive Grid genERation (TIGER), was developed for general turbomachinery configurations. TIGER features the automatic generation of multi-block structured grids around multiple blade rows for either internal, external, or internal-external turbomachinery flow fields. Utilization of the Bezier's curves achieves a smooth grid and better orthogonality. TIGER generates the algebraic grid automatically based on geometric information provided by its built-in pseudo-AI algorithm. However, due to the large variation of turbomachinery configurations, this initial grid may not always be as good as desired. TIGER therefore provides graphical user interactions during the process which allow the user to design, modify, as well as manipulate the grid, including the capability of elliptic surface grid generation.

Shih, Ming H.

Virtual reality and telerobotics applications of an Address Recalculation Pipeline

The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.

Regan, Matthew

Automation of the CFD Process on Distributed Computing Systems

A script system was developed to automate and streamline portions of the CFD process. The system was designed to facilitate the use of CFD flow solvers on supercomputer and workstation platforms within a parametric design event. Integrating solver pre- and postprocessing phases, the fully automated ADTT script system marshalled the required input data, submitted the jobs to available computational resources, and processed the resulting output data. A number of codes were incorporated into the script system, which itself was part of a larger integrated design environment software package. The IDE and scripts were used in a design event involving a wind tunnel test. This experience highlighted the need for efficient data and resource management in all parts of the CFD process. To facilitate the use of CFD methods to perform parametric design studies, the script system was developed using UNIX shell and Perl languages. The goal of the work was to minimize the user interaction required to generate the data necessary to fill a parametric design space. The scripts wrote out the required input files for the user-specified flow solver, transferred all necessary input files to the computational resource, submitted and tracked the jobs using the resource queuing structure, and retrieved and post-processed the resulting dataset. For computational resources that did not run queueing software, the script system established its own simple first-in-first-out queueing structure to manage the workload. A variety of flow solvers were incorporated in the script system, including INS2D, PMARC, TIGER and GASP. Adapting the script system to a new flow solver was made easier through the use of object-oriented programming methods. The script system was incorporated into an ADTT integrated design environment and evaluated as part of a wind tunnel experiment. The system successfully generated the data required to fill the desired parametric design space. This stressed the computational resources required to compute and store the information. The scripts were continually modified to improve the utilization of the computational resources and reduce the likelihood of data loss due to failures. An ad-hoc file server was created to manage the large amount of data being generated as part of the design event. Files were stored and retrieved as needed to create new jobs and analyze the results. Additional information is contained in the original.

Tejnil, Ed

A methodology for the design and evaluation of user interfaces for interactive information systems

The definition of proposed research addressing the development and validation of a methodology for the design and evaluation of user interfaces for interactive information systems is given. The major objectives of this research are: the development of a comprehensive, objective, and generalizable methodology for the design and evaluation of user interfaces for information systems; the development of equations and/or analytical models to characterize user behavior and the performance of a designed interface; the design of a prototype system for the development and administration of user interfaces; and the design and use of controlled experiments to support the research and test/validate the proposed methodology. The proposed design methodology views the user interface as a virtual machine composed of three layers: an interactive layer, a dialogue manager layer, and an application interface layer. A command language model of user system interactions is presented because of its inherent simplicity and structured approach based on interaction events. All interaction events have a common structure based on common generic elements necessary for a successful dialogue. It is shown that, using this model, various types of interfaces could be designed and implemented to accommodate various categories of users. The implementation methodology is discussed in terms of how to store and organize the information.

Dominick, Wayne D.

Research flight software engineering and MUST, an integrated system of support tools

Consideration is given to software development to support NASA flight research. The Multipurpose User-Oriented Software Technology (MUST) program, designed to integrate digital systems into flight research, is discussed. Particular attention is given to the program's special interactive user interface, subroutine library, assemblers, compiler, automatic documentation tools, and test and simulation subsystems.

Straeter, T. A.

Display of scientific data structures for algorithm visualization

We present a technique for defining graphical depictions for all the data types defined in an algorithm. The ability to display arbitrary combinations of an algorithm's data objects in a common frame of reference, coupled with interactive control of algorithm execution, provides a powerful way to understand algorithm behavior. Type definitions are constrained so that all primitive values occurring in data objects are assigned scalar types. A graphical display, including user interaction with the display, is modeled by a special data type. Mappings from the scalar types into the display model type provide a simple user interface for controlling how all data types are depicted, without the need for type-specific graphics logic.

Hibbard, William

Agentic traffic intelligence: Augmented human-in-the-loop scenario generation for microscopic traffic simulation

Traditional microscopic traffic simulation generation often relies on static datasets and manual design, limiting its ability to simulate complex conditions easily. This paper presents a novel framework, Agentic Traffic Intelligence, which combines human approval large language models (LLMs), the Real-Twin tool, and multi-agent systems to perform realistic microscopic traffic simulation scenario generation. The proposed framework incorporates human-in-the-loop (HIL) control, retrieval-augmented generation (RAG), and multi-agent control mechanisms. HIL mechanisms are used to guide multiple LLMs focused on attributes for microscopic simulation generation and to improve the interpretability and transparency of LLM execution for users. RAG enhances context extraction by dynamically integrating external knowledge sources for traffic scenario generation foundations. A multi-agent architecture with supervisory control coordinates the interaction of simulation components, including traffic simulators, control logic, and calibration tools. This enables the synthesis of simulation-ready scenarios that reflect dynamic demand profiles and behavior controls. Furthermore, the framework fuses multisource traffic data with unstructured context and supports iterative refinement through interactive user feedback. Validated through microscopic simulation using Simulation of Urban Mobility, the generated scenarios demonstrate high-fidelity network generation with inflow and turn movement and behavioral calibration, offering a robust and efficient tool for stress-testing and optimizing urban mobility systems.

Hierarchical multi-agent control

CARETS: A prototype regional environmental information system. Volume 12: User evaluation of experimental land use maps and related products from the central Atlantic test site

The user interaction and evaluation phase of the USGS/NASA Central Atlantic Regional Ecological Test Site was designed to obtain the input of local, regional, State, and Federal agency users of land-resource information into the development, of a regional information system; to provide users with assistance and data resulting from CARETS research; and to have user. organizations evaluate to what extent the CARETS products meet their needs. The evaluation of CARETS land use and related products revealed that most user agencies interviewed, at all governmental levels, require more detailed data than that provided by the CARETS project. Few agencies found utility in the generalized ERTS Level I land--use maps. Level II data, though reported valuable by several users, was generally considered of secondary utility by most users. The products considered most useful by users at all levels were the high--altitude color-infrared photographs and the USGS orthophotoquads. Recommendations resulting from the evaluation reflect the need to establish a flexible and reliable system for providing more detailed raw and processed land-resource information as well as the need to improve the methods of making information available to users.

Land-use planning

NASA Lewis steady-state heat pipe code users manual

The NASA Lewis heat pipe code was developed to predict the performance of heat pipes in the steady state. The code can be used as a design tool on a personal computer or with a suitable calling routine, as a subroutine for a mainframe radiator code. A variety of wick structures, including a user input option, can be used. Heat pipes with multiple evaporators, condensers, and adiabatic sections in series and with wick structures that differ among sections can be modeled. Several working fluids can be chosen, including potassium, sodium, and lithium, for which monomer-dimer equilibrium is considered. The code incorporates a vapor flow algorithm that treats compressibility and axially varying heat input. This code facilitates the determination of heat pipe operating temperatures and heat pipe limits that may be encountered at the specified heat input and environment temperature. Data are input to the computer through a user-interactive input subroutine. Output, such as liquid and vapor pressures and temperatures, is printed at equally spaced axial positions along the pipe as determined by the user.

Tower, Leonard K.

Athena in 2013 and Beyond

TRISA, the U.S. Army TRADOC G2 Intelligence Support Activity, received Athena 1 in 2009. They first used Athena 3 to support studies in 2011. This paper describes Athena 4, which they started using in October 2012. A final section discusses issues that are being considered for incorporation into Athena 5 and later. Athena's objective is to help skilled intelligence analysts anticipate the likely consequences of complex courses of action that use our country's entire power base, not just our military capabilities, for operations in troubled regions of the world. Measures of effectiveness emphasize who is in control and the effects of our actions on the attitudes and well-being of civilians. The planning horizon encompasses not weeks or months, but years. Athena is a scalable, laptop-based simulation with weekly resolution. Up to three months of simulated time can pass between game turns that require user interaction. Athena's geographic scope is nominally a country, but can be a region within a county. Geographic resolution is "neighborhoods", which are defined by the user and may be actual neighborhoods, provinces, or anything in between. Models encompass phenomena whose effects are expected to be relevant over a medium-term planning horizon-three months to three years. The scope and intrinsic complexity of the problem dictate a spiral development process. That is, the model is used during development and lessons learned are used to improve the model. Even more important is that while every version must consider the "big picture" at some level of detail, development priority is given to those issues that are most relevant to currently anticipated studies. For example, models of the delivery and effectiveness of information operations messaging were among the additions in Athena 4.

Chamberlain, Robert G.

Athena in 2013 and Beyond

TRISA, the U.S. Army TRADOC G2 Intelligence Support Activity, received Athena 1 in 2009. They first used Athena 3 to support studies in 2011. This paper describes Athena 4, which they started using in October 2012. A final section discusses issues that are being considered for incorporation into Athena 5 and later. Athena's objective is to help skilled intelligence analysts anticipate the likely consequences of complex courses of action that use our country's entire power base, not just our military capabilities, for operations in troubled regions of the world. Measures of effectiveness emphasize who is in control and the effects of our actions on the attitudes and well being of civilians. The planning horizon encompasses not weeks or months, but years.Athena is a scalable, laptop-based simulation with weekly resolution. Up to three months of simulated time can pass between game turns that require user interaction. Athena's geographic scope is nominally a country, but can be a region within a county. Geographic resolution is "neighborhoods", which are defined by the user and may be actual neighborhoods, provinces, or anything in between. Models encompass phenomena whose effects are expected to be relevant over a medium-term planning horizon--three months to three years.The scope and intrinsic complexity of the problem dictate a spiral development process. That is, the model is used during development and lessons learned are used to improve the model. Even more important is that while every version must consider the "big picture" at some level of detail, development priority is given to those issues that are most relevant to currently anticipated studies. For example, models of the delivery and effectiveness of information operations messaging were among the additions in Athena 4.

Diplomatic, Informational, Military, Economic (DIM

Program Structure Combines Segmentation and Dynamic Storage

Programing techniques incorporate advantages of overlaying into segmented loads while retaining all dynamic load advantages of segmentation, employing those capabilities that best suit mode of operation, whether batch or interactive. User is allowed to load a program automatically in a variable manner, based solely on a single data input to the program, to maintain minimal field lengths for interactive use.

Tiffany, S. H.

Man-machine interfaces in LACIE/ERIPS

One of the most important aspects of the interactive portion of the LACIE/ERIPS software system is the way in which the analysis and decision-making capabilities of a human being are integrated with the speed and accuracy of a computer to produce a powerful analysis system. The three major man-machine interfaces in the system are (1) the use of menus for communications between the software and the interactive user; (2) the checkpoint/restart facility to recreate in one job the internal environment achieved in an earlier one; and (3) the error recovery capability which would normally cause job termination. This interactive system, which executes on an IBM 360/75 mainframe, was adapted for use in noninteractive (batch) mode. A case study is presented to show how the interfaces work in practice by defining some fields based on an image screen display, noting the field definitions, and obtaining a film product of the classification map.

Duprey, B. B.

A Geometry Based Infra-Structure for Computational Analysis and Design

The computational steps traditionally taken for most engineering analysis suites (computational fluid dynamics (CFD), structural analysis, heat transfer and etc.) are: (1) Surface Generation -- usually by employing a Computer Assisted Design (CAD) system; (2) Grid Generation -- preparing the volume for the simulation; (3) Flow Solver -- producing the results at the specified operational point; (4) Post-processing Visualization -- interactively attempting to understand the results. For structural analysis, integrated systems can be obtained from a number of commercial vendors. These vendors couple directly to a number of CAD systems and are executed from within the CAD Graphical User Interface (GUI). It should be noted that the structural analysis problem is more tractable than CFD; there are fewer mesh topologies used and the grids are not as fine (this problem space does not have the length scaling issues of fluids). For CFD, these steps have worked well in the past for simple steady-state simulations at the expense of much user interaction. The data was transmitted between phases via files. In most cases, the output from a CAD system could go to Initial Graphics Exchange Specification (IGES) or Standard Exchange Program (STEP) files. The output from Grid Generators and Solvers do not really have standards though there are a couple of file formats that can be used for a subset of the gridding (i.e. PLOT3D data formats). The user would have to patch up the data or translate from one format to another to move to the next step. Sometimes this could take days. Specifically the problems with this procedure are:(1) File based -- Information flows from one step to the next via data files with formats specified for that procedure. File standards, when they exist, are wholly inadequate. For example, geometry from CAD systems (transmitted via IGES files) is defined as disjoint surfaces and curves (as well as masses of other information of no interest for the Grid Generator). This is particularly onerous for modern CAD systems based on solid modeling. The part was a proper solid and in the translation to IGES has lost this important characteristic. STEP is another standard for CAD data that exists and supports the concept of a solid. The problem with STEP is that a solid modeling geometry kernel is required to query and manipulate the data within this type of file. (2) 'Good' Geometry. A bottleneck in getting results from a solver is the construction of proper geometry to be fed to the grid generator. With 'good' geometry a grid can be constructed in tens of minutes (even with a complex configuration) using unstructured techniques. Adroit multi-block methods are not far behind. This means that a million node steady-state solution can be computed on the order of hours (using current high performance computers) starting from this 'good' geometry. Unfortunately, the geometry usually transmitted from the CAD system is not 'good' in the grid generator sense. The grid generator needs smooth closed solid geometry. It can take a week (or more) of interaction with the CAD output (sometimes by hand) before the process can begin. One way Communication. (3) One-way Communication -- All information travels on from one phase to the next. This makes procedures like node adaptation difficult when attempting to add or move nodes that sit on bounding surfaces (when the actual surface data has been lost after the grid generation phase). Until this process can be automated, more complex problems such as multi-disciplinary analysis or using the above procedure for design becomes prohibitive. There is also no way to easily deal with this system in a modular manner. One can only replace the grid generator, for example, if the software reads and writes the same files. Instead of the serial approach to analysis as described above, CAPRI takes a geometry centric approach. This makes the actual geometry (not a discretized version) accessible to all phases of the analysis. The connection to the geometry is made through an Application Programming Interface (API) and NOT a file system. This API isolates the top-level applications (grid generators, solvers and visualization components) from the geometry engine. Also this allows the replacement of one geometry kernel with another, without effecting these top-level applications. For example, if UniGraphics is used as the CAD package then Parasolid (UG's own geometry engine) can be used for all geometric queries so that no solid geometry information is lost in a translation. This is much better than STEP because when the data is queried, the same software is executed as used in the CAD system. Therefore, one analyzes the exact part that is in the CAD system. CAPRI uses the same idea as the commercial structural analysis codes but does not specify control. Software components of the CAD system are used, but the analysis suite, not the CAD operator, specifies the control of the software session. This also means that the license issues (may be) minimized and individuals need not have to know how to operate a CAD system in order to run the suite.

Haimes, Robert

Creating Camera Controls for First-Person Camera in VulkanSceneGraph

The way users interact with a virtual, three-dimensional (3D) scene is heavily influenced by the way the camera used to view the scene is controlled. A first-person camera is a common form of camera control for computer programs. Its role is to create an immersive viewer experience, which allows users to traverse a scene as they might in the real world. Allowing for the implementation of the first-person camera makes for a more holistic, well-rounded way to interact with the visualization program. Accomplishing this involves mathematical calculations that define how the camera should be moved for the computer system. These movements equate to the rotation, translation, and scale of the changes. It should be noted that a computer does not inherently process what movement directions (left, right, up, or down) mean. The mathematical equations used define these principles in a way the computer can process. Further aspects to consider are detecting when the camera has moved and how far. This is most frequently accomplished through user |input through external devices. These devices, for the purpose of this report, include mouse input and keyboard input. Additionally, the in-development program this report is referencing works with the VulkanSceneGraph (VSG) library to create the scene and build the base of the camera controls. Although VSG is a powerful library with many capabilities, additional Application Programming Interfaces (APIs) might be needed during development to produce the desired results, as is the case in this program. Through combining proper mathematical calculations, utilizing additional APIs, and implementing the existing VSG library capabilities, implementing first-person camera controls is possible in a 3D scene.

Kristie O'Brien