General review of piloting problems encountered during simulation and flights of the X-15.
X-15 flight problems not encountered during simulation, particularly differences in aerodynamics, control systems, cockpit equipment, etc
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X-15 flight problems not encountered during simulation, particularly differences in aerodynamics, control systems, cockpit equipment, etc
An analytical model developed for evaluating and verifying advanced rotor concepts is discussed. The model was used during in both open loop and real time man-in-the-loop simulation during the rotor systems research aircraft design. Future applications include: pilot training, preflight of test programs, and the evaluation of promising concepts before their implementation on the flight vehicle.
The Quiet Short-Haul Research Aircraft (QSRA) is a new research aircraft which NASA will use as a flight-test facility for advanced flight experiments in terminal area operations. The data resulting from the QSRA flight research program will be used by the U.S. aircraft industry to establish design criteria and by regulatory agencies to establish certification criteria for advanced STOL aircraft. The total funding for the QSRA was established at $29 million in January 1974. Attention is given to an aircraft description, wind-tunnel results, simulation, predicted aircraft performance, initial airworthiness flight tests, design configuration studies, and training studies.
Experiments on pilot decision making are described. The development of models of pilot decision making in critical in flight events (CIFE) are emphasized. The following tests are reported on the development of: (1) a frame system representation describing how pilots use their knowledge in a fault diagnosis task; (2) assessment of script norms, distance measures, and Markov models developed from computer aided testing (CAT) data; and (3) performance ranking of subject data. It is demonstrated that interactive computer aided testing either by touch CRT's or personal computers is a useful research and training device for measuring pilot information management in diagnosing system failures in simulated flight situations. Performance is dictated by knowledge of aircraft sybsystems, initial pilot structuring of the failure symptoms and efficient testing of plausible causal hypotheses.
The spatial and temporal evolution of corotating interaction regions is examined between 0.5 and 30 AU using a solar-wind simulation with a continuous sinusoidally varying velocity, density, and temperature input pulse train. The well-known formation of forward-reverse MHD shock ensembles is followed by their interaction, which results in a highly nonlinear 'pressure' wave that eventually reforms into a new but more irregular set of forward-reverse shock pairs. As a result of these compound interactions, the overall temperature decays much more slowly than the classical steady-state adiabatic radial dependency of R BXP -4/3.
An optical lightning detector was constructed and flown, along with Vinton cameras and a Fairchild Line Scan Spectrometer, on a U-2 during the summer of 1979. The U-2 lightning data was obtained in daylight, and was supplemented with ground truth taken at Langmuir Laboratory. Simulations were prepared as required to establish experiment operating procedures and science training for the astronauts who would operate the Night/Day Optical Survey of Thunderstorm Lightning (NOSL) equipment during the STS-2 NOSL experiment on the Space Shuttle. Data was analyzed and papers were prepared for publication.
Image Reconstruction has been mostly confined to context free linear processes; the traditional continuum interpretation of digital array data uses a linear interpolator with or without an enhancement filter. Here, anti-aliasing context dependent interpretation techniques are investigated for image reconstruction. Pattern classification is applied to each neighborhood to assign it a context class; a different interpolation/filter is applied to neighborhoods of differing context. It is shown how the context dependent interpolation is computed through ensemble average statistics using high resolution training imagery from which the lower resolution image array data is obtained (simulation). A quadratic least squares (LS) context-free image quality model is described from which the context dependent interpolation coefficients are derived. It is shown how ensembles of high-resolution images can be used to capture the a priori special character of different context classes. As a consequence, a priori information such as the translational invariance of edges along the edge direction, edge discontinuity, and the character of corners is captured and can be used to interpret image array data with greater spatial resolution than would be expected by the Nyquist limit. A Gibb-like artifact associated with this super-resolution is discussed. More realistic context dependent image quality models are needed and a suggestion is made for using a quality model which now is finding application in data compression.
Consideration is given to experiments for examining 3D pursuit tracking when operators of teleoperation simulations are faced with misalignment between the display and control frames of reference. It is concluded that manual 3D pursuit tracking errors produced by display-control rotational misalignments have two linearly separable components: a purely visual component and a visual-motor component. Both components may independently influence the tracking performance. Human subjects can simultaneously adapt to a variety of display-control misalignments if position control during pursuit tracking is used with a simulation update rate of at least 30 Hz. This capability will enable trained operators to quickly adapt to changes in the position and orientation of viewing cameras during teleoperation and telemanipulation.
Automated Rendezvous and Capture (AR&C) is an important technology to multiple National Aeronautics and Space Administration (NASA) programs and centers. The recent Johnson Spacecraft Center (JSC) AR&C Quality Function Deployment (QFD) has listed on-orbit demonstration of related technologies as a near term priority. Martin Marietta has been evaluating use of the Manned Maneuvering Unit (MMU) for a low cost near term on-orbit demonstration of AR&C technologies such as control algorithms, sensors, and processors as well as system level performance. The MMU Program began in 1979 as the method of repairing the Space Shuttle (STS) Thermal Protection System (the tiles). The units were not needed for this task, but were successfully employed during three Shuttle flights in 1984: a test flight was flown in in February as proof of concept, in April the MMU participated in the Solar Max Repair Mission, and in November the MMU's returned to space to successfully rescue the two errant satellites, Westar and Palapa. In the intervening years, the MMU simulator and MMU Qualification Test Unit (QTU) have been used for Astronaut training and experimental evaluations. The Extra-Vehicular Activities (EVA) Retriever has used the QTU, in an unmanned form, as a free-flyer on the Johnson Space Center (JSC) Precision Air Bearing Floor (PABF). Currently, the MMU is undergoing recertification for flight. The two flight units were removed from storage in September, 1991 and evaluation tests were performed. The tests demonstrated that the units are in good shape with no discrepancies that would preclude further use. The Return to Flight effort is currently clearing up recertification issues and evaluating the design against the present Shuttle environments.
Several virtual reality I/O peripherals were successfully configured and integrated as part of the author's 1997 Summer Faculty Fellowship work. These devices, which were not supported by the developers of VR software packages, use new software drivers and configuration files developed by the author to allow them to be used with simulations developed using those software packages. The successful integration of these devices has added significant capability to the ANVIL lab at MSFC. In addition, the author was able to complete the integration of a networked virtual reality simulation of the Space Shuttle Remote Manipulator System docking Space Station modules which was begun as part of his 1996 Fellowship. The successful integration of this simulation demonstrates the feasibility of using VR technology for ground-based training as well as on-orbit operations.
The NATO Human View is a system architectural viewpoint that focuses on the human as part of a system. Its purpose is to capture the human requirements and to inform on how the human impacts the system design. The viewpoint contains seven static models that include different aspects of the human element, such as roles, tasks, constraints, training and metrics. It also includes a Human Dynamics component to perform simulations of the human system under design. One of the static models, termed Human Networks, focuses on the human-to-human communication patterns that occur as a result of ad hoc or deliberate team formation, especially teams distributed across space and time. Parameters of human teams that effect system performance can be captured in this model. Human centered aspects of networks, such as differences in operational tempo (sense of urgency), priorities (common goal), and team history (knowledge of the other team members), can be incorporated. The information captured in the Human Network static model can then be included in the Human Dynamics component so that the impact of distributed teams is represented in the simulation. As the NATO militaries transform to a more networked force, the Human View architecture is an important tool that can be used to make recommendations on the proper mix of technological innovations and human interactions.
The world has moved on since the introduction of the Distributed Interactive Simulation (DIS) standard in the early 1980s. The cold-war maybe over but there is still a requirement to train for and analyze the next generation of threats that face the free world. With the emergence of new and more powerful computer technology and techniques means that modeling and simulation (M&S) has become an important and growing, part in satisfying this requirement. As an industry grows, the benefits from standardization within that industry grow with it. For example, it is difficult to imagine what the USA would be like without the 110 volts standard for domestic electricity supply. This paper contains an overview of the outcomes from a recent workshop to investigate the possible future of M&S standards within the federal government.
The Lunar Atmosphere Dust Environment Explorer (LADEE) was a small explorer class spacecraft that was launched on Sept 7, 2013 and that was de-orbited and successfully impacted the Moons surface on April 17, 2014 after completing all of the mission objectives. The low-cost rapidly prototyped hardware design used for the spacecraft was extend to the development of the software base. To achieve this goal, a Model Based Design approach was utilized to develop the onboard flight software, and out of this development a model based multipurpose simulator was created of the LADEE spacecraft and its mission environment. This simulator extended the traditional function of propagating the vehicle's kinematic and rotational states and included the electrical and thermal states propagation. Traditionally, these domains are handled by domain specific high fidelity simulations that use the states histories from other domains as input. By reducing the fidelity and abstracting the relevant features being monitored and controlled by the flight software, it was possible to model the coupling across these domains resulting in more accurate overall system behavior. A faster than real-time workstation (WSIM) version of the LADEE simulator was used to develop and test the software control algorithms in the Simulink environment. To maximize the performance of the simulation, modeling knobs were introduced to reduce the resolution of the some of the domains models when the effects of that domain were not significant for the scope of that simulation. The automatic code generation feature in Simulink was used to port the simulation to several real-time environments to support Processor-in-the-Loop (PIL) and Hardware-in-the-Loop (HIL) testing, verification and validation. The real-time environment required that the design of each of the domain models be deterministic as possible in the time required to perform all of the calculations to update its states. The simulation interface was designed to be compatible with the command interface employed by the LADEE mission operation team. The WSIM, PIL, and HIL simulators thus used a common interface and thus were used for flight software testing, for mission operations personnel training (nominal and off-nominal operations) prior to the mission and to perform command sequence verification during the mission. This presentation will look at the modeling strategies used to create a common interface to the simulator and to model and couple multiple domains within the simulation, the results of those strategies, and the lessons learned.
Real-time, reactive telerobotic mission control operations require personnel to actively operate and manage remotely controlled vehicles or robots in real time. Due to the physical separation of the vehicle from the operator, such operations present many additional factors that can influence fatigue (i.e., degraded mental performance) and workload (i.e., mental and physical cost of task requirements), making it difficult to assess how long an individual can safely and accurately conduct operations. The upcoming Volatiles Investigating Polar Exploration Rover (VIPER) mission involves remotely controlling a lunar vehicle from an Earth-based mission control station. METHODS: In order to determine how long personnel could successfully maintain alertness and performance while operating a rover, we studied seven trained operators (i.e., 5 drivers, 2 real-time scientists) in a simulated mission control environment. We further assessed workload in order to determine whether perceived workload levels would change relative to time on task and by time of day. Operators completed two five-hour simulations in a randomized order, beginning at noon and at midnight. Performance was evaluated every 30 minutes using the psychomotor vigilance task (PVT), Karolinska Sleepiness Scale (KSS), and NASA Task Load Index (NASA-TLX). RESULTS: On average, participants rated themselves as sleepier (5.06 ± 2.28) on the night drives compared to the day drives (3.12 ± 1.44; P < .0001). Workload was rated higher during the day drives (37.93 ± 20.09) compared to night (32.09 ± 21.74; P < .01). Lastly, participants had no change in average reaction time between the two drives. CONCLUSIONS: From the analysis, we observed performance began to degrade after approximately three hours of driving. Our findings suggest that rotating drivers at least every three hours would be prudent to allow for breaks, and to minimize performance degradation, particularly during night shifts.
Accurate real-time pose estimation of spacecraft or object in space is a key capability necessary for on orbit spacecraft servicing and assembly tasks. Pose estimation of objects in space is more challenging than for objects on Earth due to space images containing widely varying illumination conditions, high contrast, and poor resolution in addition to power and mass constraints. In this paper, a convolutional neural network is leveraged to uniquely determine the translation and rotation of an object of interest relative to the camera. The main idea of using CNN model is to assist object tracker used in on space assembly tasks where only feature based method is always not sufficient. The simulation framework designed for assembly task is used to generate dataset for training the modified CNN models and, then results of different models are compared with measure of how accurately models are predicting the pose. Unlike many current approaches for spacecraft or object in space pose estimation, the model does not rely on hand-crafted object-specific features which makes this model more robust and easier to apply to other types of spacecraft. It is shown that the model performs comparable to the current feature-selection methods and can therefore be used in conjunction with them to provide more reliable estimates.
The Tall Lunar Tower project at the NASA Langley Research Center is focused on the design, modeling, fabrication, and testing of a supervised autonomously assembly engineering development unit for tall lunar towers. The lunar south pole environment poses many challenges for robotic assembly of the tall tower, particularly to computer vision camera systems due to a high-contrast lighting environment. This paper will present an Unreal Engine 5 video game engine Lunar South Pole Lighting Testbed to simulate realistic lunar lighting conditions for synthetic image generation. The fidelity of the simulation environment is investigated by comparing the accuracy of computer vision models trained using synthetic image data and trained from real image data collected in a lunar analog environment.
The Tall Lunar Tower project at the NASA Langley Research Center is focused on the design, modeling, fabrication, and testing of a supervised autonomously assembled engineering development unit for tall lunar towers. The lunar south pole environment poses many challenges for robotic assembly of the tall tower, particularly to computer vision camera systems due to a high-contrast lighting environment. This paper will present an Unreal Engine 5 video game engine Lunar South Pole Lighting Testbed to simulate realistic lunar lighting conditions for synthetic image generation. The fidelity of the simulation environment is investigated by comparing the accuracy of computer vision models trained using synthetic image data and trained from real image data collected in a lunar analog environment.
The Tall Lunar Tower project at the NASA Langley Research Center is focused on the design, modeling, fabrication, and testing of a supervised autonomously assembly engineering development unit for tall lunar towers. The lunar south pole environment poses many challenges for robotic assembly of the tall tower, particularly to computer vision camera systems due to a high-contrast lighting environment. This paper will present an Unreal Engine 5 video game engine Lunar South Pole Lighting Testbed to simulate realistic lunar lighting conditions for synthetic image generation. The fidelity of the simulation environment is investigated by comparing the accuracy of computer vision models trained using synthetic image data and trained from real image data collected in a lunar analog environment.