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At least 109 records · Page 6

Methods for Determining the Level of Autonomy to Design into a Human Spaceflight Vehicle: A Function Specific Approach

The next-generation human spaceflight vehicle is in a unique position to realize the benefits of more than thirty years of technological advancements since the Space Shuttle was designed. Computer enhancements, the emergence of highly reliable decision-making algorithms, and an emphasis on efficiency make an increased use of autonomous systems highly likely. NASA is in a position to take advantage of these advances and apply them to the human spaceflight environment. One of the key paradigm shifts will be the shift, where appropriate, of monitoring, option development, decision-making, and execution responsibility from humans to an Autonomous Flight Management (AFM) system. As an effort to reduce risk for development of an AFM system, NASA engineers are developing a prototype to prove the utility of previously untested autonomy concepts. This prototype, called SMART (Spacecraft Mission Assessment and Replanning Tool), is a functionally decomposed flight management system with an appropriate level of autonomy for each of its functions. As the development of SMART began, the most important and most often asked question was, How autonomous should an AFM system be? A thorough study of the literature through 2002 surrounding autonomous systems has not yielded a standard method for designing a level of autonomy into either a crewed vehicle or an uncrewed vehicle. The current focus in the literature on defining autonomy is centered on developing IQ tests for built systems. The literature that was analyzed assumes that the goal of all systems is to strive for complete autonomy from human intervention, rather than identifying how autonomous each function within the system should have been. In contrast, the SMART team developed a method for determining the appropriate level of autonomy to be designed into each function within a system. This paper summarizes the development of the Level of Autonomy Assessment Tool and its application to the SMART project.

AFM (AUTONOMOUS FLIGHT MANAGEMENT)

Volumetric 3D Display System with Static Screen

Current display technology has relied on flat, 2D screens that cannot truly convey the third dimension of visual information: depth. In contrast to conventional visualization that is primarily based on 2D flat screens, the volumetric 3D display possesses a true 3D display volume, and places physically each 3D voxel in displayed 3D images at the true 3D (x,y,z) spatial position. Each voxel, analogous to a pixel in a 2D image, emits light from that position to form a real 3D image in the eyes of the viewers. Such true volumetric 3D display technology provides both physiological (accommodation, convergence, binocular disparity, and motion parallax) and psychological (image size, linear perspective, shading, brightness, etc.) depth cues to human visual systems to help in the perception of 3D objects. In a volumetric 3D display, viewers can watch the displayed 3D images from a completely 360 view without using any special eyewear. The volumetric 3D display techniques may lead to a quantum leap in information display technology and can dramatically change the ways humans interact with computers, which can lead to significant improvements in the efficiency of learning and knowledge management processes. Within a block of glass, a large amount of tiny dots of voxels are created by using a recently available machining technique called laser subsurface engraving (LSE). The LSE is able to produce tiny physical crack points (as small as 0.05 mm in diameter) at any (x,y,z) location within the cube of transparent material. The crack dots, when illuminated by a light source, scatter the light around and form visible voxels within the 3D volume. The locations of these tiny voxels are strategically determined such that each can be illuminated by a light ray from a high-resolution digital mirror device (DMD) light engine. The distribution of these voxels occupies the full display volume within the static 3D glass screen. This design eliminates any moving screen seen in previous approaches, so there is no image jitter, and has an inherent parallel mechanism for 3D voxel addressing. High spatial resolution is possible with a full color display being easy to implement. The system is low-cost and low-maintenance.

Geng, Jason

Designing and Developing Web-Based Administrative Tools for Program Management

The task assigned for this internship was to develop a new tool for tracking projects, their subsystems, the leads, backups, and other employees assigned to them, as well as all the relevant information related to the employee (WBS (time charge) codes, time distribution, certifications, and assignments). Currently, this data is tracked manually using a number of different spreadsheets and other tools simultaneously by a number of different people; some of these documents are then merged into one large document. This often leads to inconsistencies and loss in data due to human error. By simplifying the process of tracking this data and aggregating it into a single tool, it is possible to significantly decrease the potential for human error and time spent collecting and checking this information. II. Objective The main objective of this internship is to develop a web-based tool using Ruby on Rails to serve as a method of easily tracking projects, subsystems, and points of contact, along with employees, their assignments, time distribution, certifications, and contact information. Additionally, this tool must be capable of generating a number of different reports based on the data collected. It was important that this tool deliver all of this information using a readable and intuitive interface.

Material

EnDEVR: An Environment for Data Engineering in VR

Organizations within the public and private sectors are looking to improve their data science operations for research, development, and operational purposes. As this interest in data science grows, so too does interest in tools and programs that facilitating such operations. This paper presents EnDEVR, the Environment for Data Engineering in Virtual Reality, a user-extensible system that allows for the execution of custom data science functions. We describe the user-centered design process for the EnDEVR system, based on the needs of subject matter experts within the aerospace and aviation industries. Fundamental to this design is a method for users to integrate their existing analysis code (that may leverage third-party vendors) as usable objects in the virtual environment; this allows organizations to operate without the price tag and lifetime obligations associated with commercial data science toolkits, a concept known as “vendor lock-in”. We then present our system design with iterative implementations, and conclude with lessons learned. The presented work may provide insight into future user-centered design processes for VR applications, particularly for digital transformation stakeholders to circumvent vendor lock-in.

Human-centered computing

Arm DevSummit Keynote: Environment for Data Engineering in Virtual Reality: Ethical Considerations

Currently, the US Government is going through a large-scale data Transformation effort, where the GSA playbook is guiding all agencies to make their processes data-driven with the help of emerging technologies. To address concerns about algorithm sharing, AI adoption, and vendor lock-in, the NASA Langley Research Center Digital Transformation Group has developed the Environment for Data Engineering in Virtual Reality (EnDEVR), a data science ecosystem that allows users to command and investigate customizable data analyses from a VR environment. The system has been evaluated in the Oculus Rift S and Quest environments, two popular VR systems powered by the ARM architecture. Current and future development will employ several AI capabilities to guide research and automation within the environment and to facilitate algorithm sharing. In this talk, we will discuss the results of an initial ethical investigation and recommended considerations for the use of AI within the system.

Artificial Intelligence

Enabling Communication Between Astronauts and Ground Teams for Space Exploration Missions

Over the last four years, Playbook’s Mission Log has evolved to become an enabling capability for analog missions that simulate deep space, exploration missions with communication transmission latency. Playbook is a planning and execution web-application for mission operations, aggregating multiple sources of information for astronauts to execute the mission in one place: timeline, procedures, chat interface. Playbook’s Mission Log provides a multimedia chat software interface with unique features and functionalities that support asynchronous communication between analog astronauts and ground support teams. This paper describes the iterative design the Mission Log has undergone based on user observations and solicited feedback. Key features include indicators that help users cope with asynchronous communication as well as aids that assist teams coordinate work. Future work and capabilities are outlined, which build upon the increased use of the Mission Log as a communication and coordination tool for space exploration.

communication

Inferring Collaboration Strategies and Usability from Remote Observations in a Spaceflight Analog Environment

Collecting usability and user evaluations of novel software in spaceflight analog missions is challenging. For one such analog mission, we collected audio recordings of crew members as they completed their assigned self-scheduling task using novel software. Conversation analysis provided insight about collaborative nature of task and potential new evaluation measures.

human computer interaction

Facilitating Crew-Computer Collaboration During Mixed-Initiative Space Mission Planning

As NASA looks toward longer duration missions, there will inevitably be a stronger emphasis on crew autonomy, particularly in the domains of mission planning. Ensuring that astronauts, while subject to lengthy periods of communication delay with Earth-based mission support personnel, are able to independently adapt their schedules to rapidly changing environments is a critical aspect of deep-space exploration. This task will likely require the assistance of computer support systems, as the task of mission planning is complex and currently requires dedicated console operators. A mixed-initiative approach can help alleviate some of the more workload-heavy aspects of planning by offloading the intricate task of constraint management to a computer, while still allowing the crew member to maintain overall control of the plan. Playbook is a mission planning tool that has been developed specifically to support this type of mixed-initiative scheduling. This paper examines: 1) the operational evidence of the challenges and viability of autonomous crew planning, and 2) the novel scheduling capabilities in Playbook that are meant to address those findings.

human-computer interaction

Informing NLP Learning Tasks by Tracking User Features: An ASRS Use Case using Kaona

There has been growing interest in utilizing natural language processing (NLP) algorithms in Aviation Safety. This interest has extended to leveraging the decades of records publicly available on the Aviation Safety Reporting System (ASRS). While related literature has given more emphasis in lessons learned from the narratives, our prior work has focused on using NLP to support narrative search in the ASRS. Specifically, we evaluated if the use of alternative search mechanisms to keyword search, such as the retrieval of related narratives even without matching keywords could improve narrative discovery. A difficulty in experimenting alternative search mechanisms in any information retrieval task is the lack of ground truth. To address this limitation, we propose Kaona, a lightweight interface which enables the prototyping of alternative search retrieval tasks, by tracking user experience both explicitly (user-specified feedback), or implicitly (user navigation through interface affordances). Differently from distracting requests for feedback during user navigation, Kaona collects explicit feedback from users by mapping them to affordances which support the user workflow, while obtaining ground truth information for learning tasks.

human-computer-interaction

Kaona: Deep Searching and Curating Data from Aviation Safety Reporting Systems

Context: Several works in the literature have examined how safety narrative databases can be leveraged to share lessons learned. However, less attention has been given to augmenting existing processes for mining these safety reporting system databases. Aim: In this work, we introduce Kaona: An interface that weaves machine learning in existing aviation safety database mining activities. Method: We provide a use case of search, curation and newsletter writing to showcase how Kaona features build on existing processes and on its own to enhance information retrieval, curation and synthesis of narratives. Results: We created two instances of Kaona internally for evaluation, one using publicly available NASA’s ASRS narratives and another using publicly available C3RS narratives. Data ranged from 1998 to 2024. Conclusion: Our tool provides a new way to explore safety narratives, serving to re-imagine how text databases can benefit of novel information retrieval mechanisms in the era of large language models.

ASRS

Kaona: Deep Searching and Curating Aviation Safety Reporting Systems

Context: Several works in the literature have examined how safety narrative databases can be leveraged to share lessons learned. However, less attention has been given in augmenting existing processes of safety reporting systems. Aim: In this work, we introduce Kaona: An interface that weaves machine learning in existing aviation safety reporting systems activities. Method: We provide a use case of search, curation and newsletter writing to showcase how Kaona features build on existing processes and on its own to enhance information retrieval, curation and synthesis of narratives. Results: We created two instances of Kaona internally for evaluation, one using all public NASA's ASRS narratives and another using all public C3RS narratives. Data ranged from 1998 to 2024. Conclusion: Our tool provides a new way to explore safety narratives, serving to re-imagine how text databases can benefit of novel information retrieval mechanisms in the era of large language models.

asrs

Kaona: Deep Searching and Curating Safety Reporting Systems

Context: Several works in the literature have examined how safety narrative databases can be leveraged to share lessons learned. However, less attention has been given in augmenting existing processes of safety reporting systems. Aim: In this work, we introduce Kaona: An interface that weaves machine learning in existing aviation safety reporting systems activities. Method: We provide a use case of search, curation and newsletter writing to showcase how Kaona features build on existing processes and on its own to enhance information retrieval, curation and synthesis of narratives. Results: We created two instances of Kaona internally for evaluation, one using all public NASA's ASRS narratives and another using all public C3RS narratives. Data ranged from 1998 to 2024. Conclusion: Our tool provides a new way to explore safety narratives, serving to re-imagine how text databases can benefit of novel information retrieval mechanisms in the era of large language models.

asrs

Rethinking Human-Centered Computing: Finding the Customer and Negotiated Interactions at the Airport

The breakdown in the air transportation system over the past several years raises an interesting question for researchers: How can we help improve the reliability of airline operations? In offering some answers to this question, we make a statement about Huuman-Centered Computing (HCC). First we offer the definition that HCC is a multi-disciplinary research and design methodology focused on supporting humans as they use technology by including cognitive and social systems, computational tools and the physical environment in the analysis of organizational systems. We suggest that a key element in understanding organizational systems is that there are external cognitive and social systems (customers) as well as internal cognitive and social systems (employees) and that they interact dynamically to impact the organization and its work. The design of human-centered intelligent systems must take this outside-inside dynamic into account. In the past, the design of intelligent systems has focused on supporting the work and improvisation requirements of employees but has often assumed that customer requirements are implicitly satisfied by employee requirements. Taking a customer-centric perspective provides a different lens for understanding this outside-inside dynamic, the work of the organization and the requirements of both customers and employees In this article we will: 1) Demonstrate how the use of ethnographic methods revealed the important outside-inside dynamic in an airline, specifically the consequential relationship between external customer requirements and perspectives and internal organizational processes and perspectives as they came together in a changing environment; 2) Describe how taking a customer centric perspective identifies places where the impact of the outside-inside dynamic is most critical and requires technology that can be adaptive; 3) Define and discuss the place of negotiated interactions in airline operations, identifying how these interactions between customers and airline employees provided new insights into design problems in the airline system; 4) Show how taking a customer-centric perspective influences the HCC design of an airline system and make recommendations for new architectures and intelligent devices that will enable airline systems to adapt flexibly to delay situations, supporting both customers and airline employees.

Wales, Roxana

Modifications to an interactive model of the human body during exercise: With special emphasis on thermoregulation

Since 1988 an interactive computer model of the human body during exercise has been under development by a number of undergraduate students in the Department of Chemical Engineering at Iowa State University. The program, written under the direction of Dr. Richard C. Seagrave, uses physical characteristics of the user, environmental conditions and activity information to predict the onset of hypothermia, hyperthermia, dehydration, or exhaustion for various levels and durations of a specified exercise. The program however, was severely limited in predicting the onset of dehydration due to the lack of sophistication with which the program predicts sweat rate and its relationship to sensible water loss, degree of acclimatization, and level of physical training. Additionally, it was not known whether sweat rate also depended on age and gender. For these reasons, the goal of this creative component was to modify the program in the above mentioned areas by applying known information and empirical relationships from literature. Furthermore, a secondary goal was to improve the consistency with which the program was written by modifying user input statements and improving the efficiency and logic of the program calculations.

Scherb, Megan Kay

Current status and future direction of NASA's Space Life Sciences Program

The elements of the NASA Life Sciences Program that are related to manned space flight and biological scientific studies in space are reviewed. Projects included in the current program are outlined and the future direction of the program is discussed. Consideration is given to issues such as long-duration spaceflight, medical support in space, readaptation to the gravity field of earth, considerations for the Space Station, radiation hazards, environmental standards for space habitation, and human operator interaction with computers, robots, and telepresence systems.

White, Ronald J.

Intelligent Command and Control Systems for Satellite Ground Operations

This grant, Intelligent Command and Control Systems for Satellite Ground Operations, funded by NASA Goddard Space Flight Center, has spanned almost a decade. During this time, it has supported a broad range of research addressing the changing needs of NASA operations. It is important to note that many of NASA's evolving needs, for example, use of automation to drastically reduce (e.g., 70%) operations costs, are similar requirements in both government and private sectors. Initially the research addressed the appropriate use of emerging and inexpensive computational technologies, such as X Windows, graphics, and color, together with COTS (commercial-off-the-shelf) hardware and software such as standard Unix workstations to re-engineer satellite operations centers. The first phase of research supported by this grant explored the development of principled design methodologies to make effective use of emerging and inexpensive technologies. The ultimate performance measures for new designs were whether or not they increased system effectiveness while decreasing costs. GT-MOCA (The Georgia Tech Mission Operations Cooperative Associate) and GT-VITA (Georgia Tech Visual and Inspectable Tutor and Assistant), whose latter stages were supported by this research, explored model-based design of collaborative operations teams and the design of intelligent tutoring systems, respectively. Implemented in proof-of-concept form for satellite operations, empirical evaluations of both, using satellite operators for the former and personnel involved in satellite control operations for the latter, demonstrated unequivocally the feasibility and effectiveness of the proposed modeling and design strategy underlying both research efforts. The proof-of-concept implementation of GT-MOCA showed that the methodology could specify software requirements that enabled a human-computer operations team to perform without any significant performance differences from the standard two-person satellite operations team. GT-VITA, using the same underlying methodology, the operator function model (OFM), and its computational implementation, OFMspert, successfully taught satellite control knowledge required by flight operations team members. The tutor structured knowledge in three ways: declarative knowledge (e.g., What is this? What does it do?), procedural knowledge, and operational skill. Operational skill is essential in real-time operations. It combines the two former knowledge types, assisting a student to use them effectively in a dynamic, multi-tasking, real-time operations environment. A high-fidelity simulator of the operator interface to the ground control system, including an almost full replication of both the human-computer interface and human interaction with the dynamic system, was used in the GT-MOCA and GT-VITA evaluations. The GT-VITA empirical evaluation, conducted with a range of'novices' that included GSFC operations management, GSFC operations software developers, and new flight operations team members, demonstrated that GT-VITA effectively taught a wide range of knowledge in a succinct and engaging manner.

Mitchell, Christine M.

Top-down methodology for human factors research

User computer interaction as a conversation is discussed. The design of user interfaces which depends on viewing communications between a user and the computer as a conversion is presented. This conversation includes inputs to the computer (outputs from the user), outputs from the computer (inputs to the user), and the sequencing in both time and space of those outputs and inputs. The conversation is viewed from the user's side of the conversation. Two languages are modeled: the one with which the user communicates with the computer and the language where communication flows from the computer to the user. Both languages exist on three levels; the semantic, syntactic and lexical. It is suggested that natural languages can also be considered in these terms.

Sibert, J.