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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 109 records · Page 6

Integrating Immersive Visualization in Molten-Salt Reactor Waste Management for Experimental Design and Planning

The Molten Salt Reactor (MSR) represents a significant innovation in nuclear technology, offering several operational and safety benefits over traditional solid-fuel reactors. However, MSRs face uncertainties in waste management due to their flexible designs and variable waste compositions. To address these challenges, we propose a visualization platform that illustrates solutions and performance predictions for various waste management strategies, enhancing user experience and improving strategy and communication. Immersive visualizations are widely used in the nuclear industry for training, simulation, and safety enhancement. Our project aims to develop a visualization platform incorporating virtual reality (VR) technologies to illustrate MSR characteristics immediately following reactor shutdown. This immersive simulation will allow users to interact, explore, and understand different waste management strategies. The platform will display MSR reactor characterizations, including nuclide decay, salt solidification, and corrosion, which are crucial for assessing and selecting backend management strategies. Using the Meta Quest 3 VR headset with Unity software, our platform will provide real-scale visualizations, enabling users to experience and evaluate designs and plans as if they were physically present. This user-friendly interface will make complex data accessible and understandable for non-domain experts, aiding in decision-making for MSR waste management. Our proposed visualization workflow can be applied to other nuclear reactors, assisting in the design and planning of waste management strategies.

11 - NUCLEAR FUEL CYCLE AND FUEL MATERIALS↗

Adaptive immersed isogeometric level-set topology optimization

Here, this paper presents for the first time an adaptive immersed approach for level-set topology optimization using higher-order truncated hierarchical B-spline discretizations for design and state variable fields. Boundaries and interfaces are represented implicitly by the iso-contour of one or multiple level-set functions. An immersed finite element method, the eXtended IsoGeometric Analysis, is used to predict the physical response. The proposed optimization framework affords different adaptively refined higher-order B-spline discretizations for individual design and state variable fields. The increased continuity of higher-order B-spline discretizations together with local refinement enables direct control over the accuracy of the representation of each field while simultaneously reducing computational cost compared to uniformly refined discretizations. A flexible mesh adaptation strategy enables local refinement based on geometric measures or physics-based error indicators. These adaptive discretization and analysis approaches are integrated into gradient-based optimization schemes, evaluating the design sensitivities using the adjoint method. Numerical studies illustrate the features of the proposed framework with static, linear elastic, multi-material, two- and three-dimensional problems. The examples provide insight into the effect of refining the design variable field on the optimization result and the convergence rate of the optimization process. Using coarse higher-order B-spline discretizations for level-set fields promotes the development of smooth designs and suppresses the emergence of small features. Moreover, adaptive mesh refinement for state variable fields results in a reduction of overall computational cost. Higher-order B-spline discretizations are especially interesting when evaluating gradients of state variable fields due to their higher inter-element continuity.

36 MATERIALS SCIENCE↗

Visual feedback and guided balance training in an immersive virtual reality environment for lower extremity rehabilitation

Balance training is essential for physical rehabilitation procedures, as it can improve functional mobility and enhance cognitive coordination. However, conventional balance training methods may have limitations in terms of motivation, real-time objective feedback, and personalization, which a virtual reality (VR) setup may provide a better alternative. In this work, we present an immersive VR training environment for lower extremity balance rehabilitation with real-time guidance and feedback. The VR training environment immerses the user in a 3D ice rink model where a virtual coach (agent) leads them through a series of balance poses, and the user controls a trainee avatar with their own movements. Here we developed two coaching styles: positive-reinforcement and autonomous-supportive, and two viewpoints of the trainee avatar: first-person and third-person. The proposed environment was evaluated in a user study with healthy, non-clinical participants (n = 16, 24.4 ± 5.7 years old, 9 females). Our results show that participants showed stronger performance in the positive-reinforcement style compared to the autonomous-supportive style. Additionally, in the third-person viewpoint, the participants exhibited more stability in the positive-reinforcement style compared to the autonomous-supportive style. For viewpoint, participants exhibited stronger performance in the first-person viewpoint compared to third-person in the autonomous-supportive style, while they were comparable in the positive-reinforcement style. We observed no significant effects on the foot height and number of mistakes. Furthermore, we report the analysis of user performance with balance training poses and subjective measures based on questionnaires to assess the user experience, usability, and task load. The proposed VR balance training could offer an interactive, adaptive, and engaging environment and open new potential research directions for lower extremity rehabilitation.

97 MATHEMATICS AND COMPUTING↗

Investigating the Relative Roles of INPs and CCN in a Simulated Thunderstorm Using a New Immersion Freezing Algorithm

Microphysical processes in deep convective clouds are sensitive to the number concentrations of cloud condensation nuclei (CCN) and ice nucleating particles (INPs), but the effects of INPs are less studied. Modeling studies investigating the effects of INPs and/or CCN on deep convection typically retain a volume‐dependent raindrop freezing relation. The resulting neglect of aerosol accumulation in raindrops via drop collisions has likely produced unrealistic storm responses to INPs in past studies. To address this deficiency, a new immersion freezing algorithm was developed and embedded in a bulk microphysics scheme that freezes both cloud drops and raindrops using the same immersion freezing INP (IF‐INP) activity spectrum based on measurements. Multiple idealized simulations of a single case of deep convection observed during the Clouds, Aerosols, and Complex Terrain Interactions (CACTI) field campaign were conducted, with microphysical differences produced by independently altering IF‐INP temperature dependencies and CCN number concentrations from their observed values. Surface precipitation in all simulations resulted almost exclusively from riming graupel that melted upon descending to the surface. Rainfall and cold pools were substantially and systematically weakened with increased CCN due to decreased graupel riming rates but were relatively insensitive to variations in the magnitude and slope of IF‐INP spectra due to compensating depletion of supercooled liquid water. These compensating processes were a consequence of the accumulation of IF‐INPs in raindrops, encouraging caution in studying IF‐INP effects upon thunderstorms using traditional volume‐dependent drop freezing relationships.

CCN↗

Real-Time Omnidirectional Stereo Rendering: Generating 360° Surround-View Panoramic Images for Comfortable Immersive Viewing

Surround-view panoramic images and videos have become a popular form of media for interactive viewing on mobile devices and virtual reality headsets. Viewing such media provides a sense of immersion by allowing users to control their view direction and experience an entire environment. When using a virtual reality headset, the level of immersion can be improved by leveraging stereoscopic capabilities. Stereoscopic images are generated in pairs, one for the left eye and one for the right eye, and result in providing an important depth cue for the human visual system. For computer generated imagery, rendering proper stereo pairs is well known for a fixed view. However, it is much more difficult to create omnidirectional stereo pairs for a surround-view projection that work well when looking in any direction. One major drawback of traditional omnidirectional stereo images is that they suffer from binocular misalignment in the peripheral vision as a user's view direction approaches the zenith / nadir (north / south pole) of the projection sphere. This paper presents a real-time geometry-based approach for omnidirectional stereo rendering that fits into the standard rendering pipeline. Our approach includes tunable parameters that enable pole merging - a reduction in the stereo effect near the poles that can minimize binocular misalignment. Results from a user study indicate that pole merging reduces visual fatigue and discomfort associated with binocular misalignment without inhibiting depth perception.

360° panorama↗

Relationships between Immersion Freezing and Crystal Habit for Arctic Mixed-Phase Clouds—A Numerical Study

Abstract The number concentration of ice particles in Arctic mixed-phase clouds is a major controlling factor of cloud lifetime. The relationships between ice nucleation mode and ice crystal habit development are not yet constrained by observations. This study uses a habit-predicting microphysical scheme within a 3D large-eddy simulation model to evaluate the relationship between immersion freezing and ice habit in a simulated Arctic mixed-phase cloud case. Three immersion freezing parameterizations are considered: a volume-dependent freezing scheme (VF), a parameterization limited to activated droplets (C-AC), and a parameterization limited to coarse aerosol particles (C-CM). Both C-AC and C-CM are based on classical nucleation theory. The freezing rate with VF is found to be greater in downdraft regions than in updraft regions due to the downdraft having a higher number concentration of large droplets. The C-AC cases show active freezing of small droplets near cloud top, whereas in the C-CM cases, mainly the 8–32- μ m-sized droplets freeze in updraft regions near the cloud base. Because the initial crystal size is assumed to affect the axis ratio of hexagonal plates, the VF cases produce crystals with larger axis ratios, resulting in smaller mode radii than the C-AC cases. In all cases, irregular polycrystals dominate near cloud top and a band-like structure develops within the cloud, which qualitatively agrees with previous observations. In the VF and C-CM cases, unactivated large droplets arising from coarse-mode aerosol particles contributed significantly to the freezing rate, producing an important influence on crystal habit.

54 ENVIRONMENTAL SCIENCES↗

Mesoscale to Microscale Simulations over Complex Terrain with the Immersed Boundary Method in the Weather Research and Forecasting Model

Improvements to the Weather Research and Forecasting (WRF) Model are made to enable multiscale simulations over highly complex terrain with dynamically downscaled boundary conditions from the mesoscale to the microscale. Over steep terrain, the WRF Model develops numerical errors that are due to grid deformation of the terrain-following coordinates. An alternative coordinate system, the immersed boundary method (IBM), has been implemented into WRF, allowing for simulations over highly complex terrain; however, the new coordinate system precluded nesting within mesoscale simulations using WRF’s native terrain-following coordinates. Here, the immersed boundary method and WRF’s grid-nesting framework are modified to seamlessly work together. This improved framework for the first time allows for large-eddy simulation over complex (urban) terrain with IBM to be nested within a typical mesoscale WRF simulation. Simulations of the Joint Urban 2003 field campaign in Oklahoma City, Oklahoma, are performed using a multiscale five-domain nested configuration, spanning horizontal grid resolutions from 6 km to 2 m. These are compared with microscale-only simulations with idealized lateral boundary conditions and with observations of wind speed/direction and SF 6 concentrations from a controlled release from intensive observation period 3. The multiscale simulation, which is configured independent of local observations, shows similar model skill predicting wind speed/direction and improved skill predicting SF 6 concentrations when compared with the idealized simulations, which require use of observations to set mean flow conditions. Use of this improved multiscale framework shows promise for enabling large-eddy simulation over highly complex terrain with dynamically downscaled boundary conditions from mesoscale models.

42 ENGINEERING↗

Toward a Smart Metaverse City: Immersive Realism and 3D Visualization of Digital Twin Cities

Metaverse and its related extended reality technologies can enable immersive, realistic, and participatory visualization of 3D data, and their use and the potential within a smart city can be effective for supporting urban research and urban operations management. This book chapter describes a vision for prototyping a “Smart Metaverse City” to combine the unique advantage of the Metaverse technology with the two-way connectivity of a digital twin city application. This synergy aims to create a virtual environment for immersive geovisualization to help researchers and the public understand the complex urban system through science-based and data-driven approaches. This book chapter selectively reviews past technological and paradigm advancements for collecting, analyzing, and visualizing 3D urban big data. Then we present a prototyping Geographic Information System (GIS) framework, together with some relevant data sources and open-source web technologies, to help researchers create a smart Metaverse city. We demonstrate our vision and discuss its application opportunities through a real-world example, a digital twin city developed at the Oak Ridge National Laboratory, to facilitate participatory, smart, and sustainable campus management.

Xu, Haowen↗

Wedge immersed thermistor bolometer measures infrared radiation

Wedge immersed-thermistor bolometer measures infrared radiation in the atmosphere. The thermistor flakes are immersed by optical contact on a wedge-shaped germanium lens whose narrow dimension is clamped between two complementary wedge-shaped germanium blocks bonded with a suitable adhesive.

Dreyfus, M. G.↗

Studies of the Renin-aldosterone System and Sodium Homeostasis During Simulated Weightlessness: Application of the Water Immersion Model to Man

The ability of water immersion to reproducibly suppress renin and aldosterone and to produce a significant natriuresis in man during weightlessness simulation is proven. It is concluded that the water immersion model constitutes a useful tool for elucidating the mechanism of natriuresis occurring during manned space flight and the specific countermeasures for use in its management.

Epstein, M.↗

Cardiovascular response to apneic immersion in cool and warm water

The influence of prior exposure to cool water and the influence of lung volume on the responses to breath holding were examined. The bradycardia and vasoconstriction that occur during breath-hold diving in man are apparently the resultant of stimuli from apnea, relative expansion of the thorax, lung volume, esophageal pressure, face immersion, and thermal receptor stimulation. It is concluded that the bradycardia and vasoconstriction associated with breath holding during body immersion are not attenuated by a preexisting bradycardia and vasoconstriction due to cold.

Folinsbee, L.↗

Studies of acid-base homeostasis during simulated weightlessness: Application of the water immersion model to man

The effects of water immersion on acid-base homeostasis were investigated under carefully controlled conditions. Studies of renal acidification were carried out on seven healthy male subjects, each consuming a diet containing 150 meq sodium and 100 meq potassium. Control and immersion studies were carried out on each subject on the fourth and sixth days, respectively, of dietary equilibration, by which time all subjects had achieved sodium balance. The experimental protocols on study days were similar (except for the amount of water administered).

Epstein, M.↗

Effects of water immersion on renal hemodynamics in normal man

The present study was undertaken to delineate the effects of water immersion to the neck (NI) on renal plasma flow and glomerular filtration rate as assessed by the clearance of p-aminohippuric acid (PAH) and inulin, respectively. Nine normal male subjects were studied on two occasions, control and NI. The conditions of seated posture and time of day were identical. Immersion did not alter either clearance at a time when sodium excretion was increasing markedly. The constancy of PAH clearance during NI suggests that renal blood flow is unaltered and that the natriuresis of NI is mediated independently of alterations in overall renal perfusion. The sluggish decline of a natriuresis during recovery is consistent with the presence of a humoral factor contributing to the encountered natriuresis.

Epstein, M.↗

Selenium immersed thermistor bolometer study

The noise characteristics of thermistor bolometers immersed in layers of arsenic/selenium glass uniform in composition were examined. Using a controlled deposition technique, layers of glass were deposited, thermistor bolometers immersed, and their electrical characteristics measured after various thermal treatments. Markedly improved stability of the detector noise was observed using this new technique.

Rolls, W. H.↗

The functional status of the human vestibular analysor following 56 days in an aqueous immersion medium

Two male volunteers were kept hypokinetic in the immersion and physiological parameters were evaluated following the experiment. Prophylactic measures (g-forces, physical exercises, and supplementary salt and water) were applied daily. Caloric and equilibrium tests were utilized to evaluate the physiological responses. The functional changes observed after the 56 day immersion were found to be of a moderate type which normalized quite quickly.

Matsnev, E. I.↗

Physiological responses to prolonged bed rest and fluid immersion in man: A compendium of research (1974 - 1980)

Water immersion and prolonged bed rest reproduce nearly all the physiological responses observed in astronauts in the weightless state. Related to actual weightlessness, given responses tend to occur sooner in immersion and later in bed rest. Much research was conducted on humans using these two techniques, especially by Russian scientists. Abstracts and annotations of reports that appeared in the literature from January 1974 through December 1980 are compiled and discussed.

Greenleaf, J. E.↗

Heats of immersion of titania powders in primer solutions

The oxide layer present on titanium alloys can play an important role in determining the strength and durability of adhesive bonds. Here, three titania powders in different crystalline phases, rutile-R1, anatase-A1, and anatase-A2, are characterized by several techniques. These include microelectrophoresis, X-ray diffractometry, surface area pore volume analysis, X-ray photoelectron spectroscopy, and measurements of the heats of immersion. Of the three powders, R1 has the highest heat of immersion in water, while the interaction between water and A1 powder is low. Experimental data also suggest a specific preferential interaction of polyphenylquinoxaline with anatase.

Siriwardane, R.↗

Mechanisms for negative water balance during weightlessness Immersion or bed rest?

Results of bedrest and water immersion studies are of interest when formulating an hypothesis to explain inflight changes in water and electrolyte metabolism. A comparison of the two techniques is made, and it is found that the time course of fluid-electrolyte responses with bedrest occur more slowly than during weightlessness and faster with immersion. Hence, the head-down bedrest is the more appropriate model for simulation studies. The facts lead to the following hypothesis: Because of the head-ward shift of fluid , there is a transient elevation of central venous pressure upon reaching weightlessness that is not sufficiently intense to significantly activate the vasopressin-diuresis mechanism. But the increased pressure is of significant intensity to release atrial natriuretic peptides. A hypotonic fluid moving into the cells contributes to edema and inhibits thirst. In this manner, astronauts gradually lose body water as a result of slightly increased urinary sodium coupled with decreased fluid intake. These responses continue until a new fluid-electrolyte steady state is attained at a reduced level of total body water.

Greenleaf, J. E.↗