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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

Spatial Grid-Based Object Localization from A Single Passive Sensor: A Deep Learning-Integrated Approach

Ongoing efforts at NASA’s Langley Research Center have produced a single passive sensor system for detecting ground objects and pinpointing their real-world location to a desired level of precision. The Langley center serves as a test range for unmanned aerial systems (UAS) and real-time knowledge about the location of people on campus is needed to inform least-risk UAS flight operations. The proposed system provides this knowledge through a camera combined with a convolutional neural network and an algorithm that projects an imaginary grid of square cells from the ground plane onto the perspective view of the camera. The position of detected objects on the camera’s projected grid determines their location in the real-world. The imaginary grid is easily mapped to a universal coordinate system, such as longitude and latitude, to provide both relative and absolute positional information of the detected objects. This simple system is shown to be accurate and effective, with decisive advantages over alternative multi-sensor and active sensor approaches. Extensions to the system are described to allow adaptation to a variety of other use cases.

object localization↗

Gravity Modeling for Variable Fidelity Environments

Aerospace simulations can model worlds, such as the Earth, with differing levels of fidelity. The simulation may represent the world as a plane, a sphere, an ellipsoid, or a high-order closed surface. The world may or may not rotate. The user may select lower fidelity models based on computational limits, a need for simplified analysis, or comparison to other data. However, the user will also wish to retain a close semblance of behavior to the real world. The effects of gravity on objects are an important component of modeling real-world behavior. Engineers generally equate the term gravity with the observed free-fall acceleration. However, free-fall acceleration is not equal to all observers. To observers on the sur-face of a rotating world, free-fall acceleration is the sum of gravitational attraction and the centrifugal acceleration due to the world's rotation. On the other hand, free-fall acceleration equals gravitational attraction to an observer in inertial space. Surface-observed simulations (e.g. aircraft), which use non-rotating world models, may choose to model observed free fall acceleration as the gravity term; such a model actually combines gravitational at-traction with centrifugal acceleration due to the Earth s rotation. However, this modeling choice invites confusion as one evolves the simulation to higher fidelity world models or adds inertial observers. Care must be taken to model gravity in concert with the world model to avoid denigrating the fidelity of modeling observed free fall. The paper will go into greater depth on gravity modeling and the physical disparities and synergies that arise when coupling specific gravity models with world models.

Madden, Michael M.↗

Designing Scenarios for Controller-in-the-Loop Air Traffic Simulations

Well prepared traffic scenarios contribute greatly to the success of controller-in-the-loop simulations. This paper describes each stage in the design process of realistic scenarios based on real-world traffic, to be used in the Airspace Operations Laboratory for simulations within the Air Traffic Management Technology Demonstration 1 effort. The steps from the initial analysis of real-world traffic, to the editing of individual aircraft records in the scenario file, until the final testing of the scenarios before the simulation conduct, are all described. The iterative nature of the design process and the various efforts necessary to reach the required fidelity, as well as the applied design strategies, challenges, and tools used during this process are also discussed.

ATD1↗

Steady-State ALPS for Real-Valued Problems

The two objectives of this paper are to describe a steady-state version of the Age-Layered Population Structure (ALPS) Evolutionary Algorithm (EA) and to compare it against other GAs on real-valued problems. Motivation for this work comes from our previous success in demonstrating that a generational version of ALPS greatly improves search performance on a Genetic Programming problem. In making steady-state ALPS some modifications were made to the method for calculating age and the method for moving individuals up layers. To demonstrate that ALPS works well on real-valued problems we compare it against CMA-ES and Differential Evolution (DE) on five challenging, real-valued functions and on one real-world problem. While CMA-ES and DE outperform ALPS on the two unimodal test functions, ALPS is much better on the three multimodal test problems and on the real-world problem. Further examination shows that, unlike the other GAs, ALPS maintains a genotypically diverse population throughout the entire search process. These findings strongly suggest that the ALPS paradigm is better able to avoid premature convergence then the other GAs.

Hornby, Gregory S.↗

A study of navigation in virtual space

In the physical world, man has developed efficient methods for navigation and orientation. These methods are dependent on the high-fidelity stimuli presented by the environment. When placed in a virtual world which cannot offer stimuli of the same quality due to computing constraints and immature technology, tasks requiring the maintenance of position and orientation knowledge become laborious. In this paper, we present a representative set of techniques based on principles of navigation derived from real world analogs including human and avian navigation behavior and cartography. A preliminary classification of virtual worlds is presented based on the size of the world, the density of objects in the world, and the level of activity taking place in the world. We also summarize an informal study we performed to determine how the tools influenced the subjects' navigation strategies and behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.

Darken, Rudy↗

A Hybrid Constraint Representation and Reasoning Framework

In this paper, we introduce JNET, a novel constraint representation and reasoning framework that supports procedural constraints and constraint attachments, providing a flexible way of integrating the constraint system with a runtime software environment and improving its applicability. We describe how JNET is applied to a real-world problem - NASA's Earth-science data processing domain, and demonstrate how JNET can be extended, without any knowledge of how it is implemented, to meet the growing demands of real-world applications.

Golden, Keith↗

A Spectrum of Stakeholder Perspective Taking in Early-Stage Design

Stakeholder perspective taking is a critical skill in early-stage problem exploration and framing. We examined stakeholder perspective taking within a professional engineering early-stage design team at NASA to begin to understand in what ways and under what conditions designers adopt stakeholder perspectives. Our findings identify a spectrum of perspective taking during problem framing deliberations that ranges from (1) fully taking the stakeholder’s point of view (POV), (2) interpreting the stakeholder’s POV with a designer’s POV, (3) implanting the stakeholder’s POV into a designer’s POV, to (4) fully taking a designer’s own POV. We also begin to identify and describe conditions that encourage and hinder stakeholder perspective taking in real-world early-stage design settings. These findings are significant because they suggest ways to gauge and encourage the skill of perspective taking among highly technical engineers working on design challenges with real-world, societal implications.

perspective taking↗

Algorithms for Spectral Decomposition with Applications to Optical Plume Anomaly Detection

The analysis of spectral signals for features that represent physical phenomenon is ubiquitous in the science and engineering communities. There are two main approaches that can be taken to extract relevant features from these high-dimensional data streams. The first set of approaches relies on extracting features using a physics-based paradigm where the underlying physical mechanism that generates the spectra is used to infer the most important features in the data stream. We focus on a complementary methodology that uses a data-driven technique that is informed by the underlying physics but also has the ability to adapt to unmodeled system attributes and dynamics. We discuss the following four algorithms: Spectral Decomposition Algorithm (SDA), Non-Negative Matrix Factorization (NMF), Independent Component Analysis (ICA) and Principal Components Analysis (PCA) and compare their performance on a spectral emulator which we use to generate artificial data with known statistical properties. This spectral emulator mimics the real-world phenomena arising from the plume of the space shuttle main engine and can be used to validate the results that arise from various spectral decomposition algorithms and is very useful for situations where real-world systems have very low probabilities of fault or failure. Our results indicate that methods like SDA and NMF provide a straightforward way of incorporating prior physical knowledge while NMF with a tuning mechanism can give superior performance on some tests. We demonstrate these algorithms to detect potential system-health issues on data from a spectral emulator with tunable health parameters.

Srivastava, Askok N.↗

Workcell calibration for effective offline programming

In the application of graphics systems for off-line programming (OLP) of robotic systems, the inevitability of errors in the model representation of real-world situations requires that a method to map these differences is incorporated as an integral part of the overall system progamming procedures. This paper discusses several proven robot-to-positioner calibration techniques necessary to reflect real-world parameters in a work-cell model. Particular attention is given to the procedures used to adjust a graphics model to an acceptable degree of accuracy for integration of OLP for the Space Shuttle Main Engine welding automation. Consideration is given to the levels of calibration, requirements, special considerations for coordinated motion, and calibration procedures.

Stiles, Roger D.↗

From Simulation to Reality With Random Noise

The challenging environment of autonomous vehicle (AV) navigation necessitates certain functions be performed by deep neural networks. Optimizing these models involves collecting vast quantities of domain-specific training data and ensuring that the dataset is representative of expected conditions. High-fidelity simulation plays a vital role in making this process feasible, allowing a wide range of scenarios to be explored at low cost. However, learning from simulation introduces subtle biases into models, which can degrade real-world performance in unpredictable ways. This effect can be mitigated with learning schemes specialized to bridge distributional shifts (transfer learning). Given the complex nature of these methods, the underlying models, and their environments, meaningfully evaluating performance is notstraight forward. Many unrelated factors can effect an improvement in generalization accuracy, but a full ablation analysis is often difficult. To tease out signal from noise, it is necessary to understand how transfer learning performance is affected by noise itself. The goals of this paper are (i) to establish a domain randomization baseline for a simple classification transfer learning task and (ii) to validate the RRAV testbed as a platform for further research in sim-to-real learning. We generate imagery from a simulation of NASA Ames Research Center and train a small convolutional neural network (ConvNet) to classify position relative to a centerline. Further models are trained with different types of noise progressively added to the data. The models are deployed aboard the on-site test vehicle to test real-world performance. In our experiments, we find that such naive domain randomization raises sim-to-real accuracy from 64% to 79%, while training directly on real data yields an 89% accuracy ceiling. These results suggest that the isolated mechanism of domain randomization can significantly improve generalization.

simulation↗

Full Scale Advanced Systems Testbed (FAST): Capabilities and Recent Flight Research

At the NASA Armstrong Flight Research Center research is being conducted into flight control technologies that will enable the next generation of air and space vehicles. The Full Scale Advanced Systems Testbed (FAST) aircraft provides a laboratory for flight exploration of these technologies. In recent years novel but simple adaptive architectures for aircraft and rockets have been researched along with control technologies for improving aircraft fuel efficiency and control structural interaction. This presentation outlines the FAST capabilities and provides a snapshot of the research accomplishments to date. Flight experimentation allows a researcher to substantiate or invalidate their assumptions and intuition about a new technology or innovative approach Data early in a development cycle is invaluable for determining which technology barriers are real and which ones are imagined Data for a technology at a low TRL can be used to steer and focus the exploration and fuel rapid advances based on real world lessons learned It is important to identify technologies that are mature enough to benefit from flight research data and not be tempted to wait until we have solved all the potential issues prior to getting some data Sometimes a stagnated technology just needs a little real world data to get it going One trick to getting data for low TRL technologies is finding an environment where it is okay to take risks, where occasional failure is an expected outcome Learning how things fail is often as valuable as showing that they work FAST has been architected to facilitate this type of testing for control system technologies, specifically novel algorithms and sensors Rapid prototyping with a quick turnaround in a fly-fix-fly paradigm Sometimes it's easier and cheaper to just go fly it than to analyze the problem to death The goal is to find and test control technologies that would benefit from flight data and find solutions to the real barriers to innovation. The FAST vehicle is a flexible laboratory for nascent technologies that would benefit from early life cycle flight research data It provides a robust and safe environment where innovative techniques can be explored in a fly-fix-fly rapid prototyping paradigm IRAC Simple adaptive control technologies can provide real benefits without undo complexity Adverse pilot/adaptive system interactions can be mitigated and tools have been developed to evaluate those interactions ICP Substantial fuel savings can be achieved over a broad range of vehicles and configurations with intelligent control solutions LVAC The AAC design is robust and effective for the SLS mission, and promises to provide benefits to other platforms as well OCLA Hopefully will show that structural feedback can be seamlessly integrated with performance and stability objectives All of these control technologies have been implemented into the same baseline control law and could be combined into one control solution that answers many pressing questions for modern vehicle configurations

flight controls↗

Correction techniques for depth errors with stereo three-dimensional graphic displays

Three-dimensional (3-D), 'real-world' pictorial displays that incorporate 'true' depth cues via stereopsis techniques have proved effective for displaying complex information in a natural way to enhance situational awareness and to improve pilot/vehicle performance. In such displays, the display designer must map the depths in the real world to the depths available with the stereo display system. However, empirical data have shown that the human subject does not perceive the information at exactly the depth at which it is mathematically placed. Head movements can also seriously distort the depth information that is embedded in stereo 3-D displays because the transformations used in mapping the visual scene to the depth-viewing volume (DVV) depend intrinsically on the viewer location. The goal of this research was to provide two correction techniques; the first technique corrects the original visual scene to the DVV mapping based on human perception errors, and the second (which is based on head-positioning sensor input data) corrects for errors induced by head movements. Empirical data are presented to validate both correction techniques. A combination of the two correction techniques effectively eliminates the distortions of depth information embedded in stereo 3-D displays.

Parrish, Russell V.↗

NASA's Advanced Multimission Operations System: A Case Study in Formalizing Software Architecture Evolution

All software systems of significant size and longevity eventually undergo changes to their basic architectural structure. Such changes may be prompted by evolving requirements, changing technology, or other reasons. Whatever the cause, software architecture evolution is commonplace in real world software projects. Recently, software architecture researchers have begun to study this phenomenon in depth. However, this work has suffered from problems of validation; research in this area has tended to make heavy use of toy examples and hypothetical scenarios and has not been well supported by real world examples. To help address this problem, I describe an ongoing effort at the Jet Propulsion Laboratory to re-architect the Advanced Multimission Operations System (AMMOS), which is used to operate NASA's deep-space and astrophysics missions. Based on examination of project documents and interviews with project personnel, I describe the goals and approach of this evolution effort and then present models that capture some of the key architectural changes. Finally, I demonstrate how approaches and formal methods from my previous research in architecture evolution may be applied to this evolution, while using languages and tools already in place at the Jet Propulsion Laboratory.

software architecture evolution↗

Networked simulation for team training of Space Station astronauts, ground controllers, and scientists - A training and development environment

The purpose of this paper is to describe plans for the Space Station Training Facility (SSTF) which has been designed to meet the envisioned training needs for Space Station Freedom. To meet these needs, the SSTF will integrate networked simulators with real-world systems in five training modes: Stand-Alone, Combined, Joint-Combined, Integrated, and Joint-Integrated. This paper describes the five training modes within the context of three training scenaries. In addition, this paper describes an authoring system which will support the rapid integration of new real-world system changes in the Space Station Freedom Program.

Hajare, Ankur R.↗

Practical Planning in COLLAGE

COLLAGE is a domain-independent planner that differs from traditional planners in two key ways: (1) it uses a diverse and extendible set of (it action-based) plan constructions methods; and (2) it utilizes a technique called (it localization) to partition the planning problem into smaller (and potentially interacting) sub problems. In this paper, we describe these features and how they are exploited in two different real-world planning domains. The first domain, building construction planning, has served as a framework for us to investigate how localization can improve scalability. The second domain, data analysis planning, benefits from COLLAGE's unique plan construction and representation methods. In addition, we describe extensions that were necessary to tackle these real-world problems.

Lansky, Amy L.↗

Stereopsis cueing effects on hover-in-turbulence performance in a simulated rotorcraft

The efficacy of stereopsis cueing in pictorial displays was assessed in a real-time piloted simulation experiment of a rotorcraft precision hover-in-turbulence task. Seven pilots endeavored to maintain a hover by visually aligning a set of inner and outer wickets (major elements of a real-world pictorial display, thus attaining the desired hover position, in a full factorial experimental design. The display conditions examined included the presence or absence of a velocity display element (a velocity head-up display) as well as the stereopsis cueing conditions, which included non-stereo (binoptic or monoscopic - no depth cues other than those provided by a perspective, real-world display), stereo 3-D, and hyper stereo (telestereoscopic). Subjective and objective results indicated that the depth cues provided by the stereo displays enhanced the situational awareness of the pilot and enabled improved hover performance to be achieved. The velocity display element also improved the hover performance, with the best hover performance being achieved with the combined use of stereo and the velocity display element. Pilot control input data revealed that less control action was required to attain the improved hover performance with the stereo displays.

Parrish, Russell V.↗

Robustness of Observing System Simulation Experiments

Observing System Simulation Experiments (OSSEs) are used to investigate the potential performance of proposed new instruments on numerical weather prediction (NWP). As OSSEs involve a framework in which the atmosphere and observations are all completely simulated, it is necessary to perform validation of the OSSE to ensure that it is sufficiently realistic to provide useful experimental results. A common issue that affects the forecast skill and observation impacts is the tendency of OSSEs to have insufficient model error compared to NWP in the real world. In this work, two versions of the National Aeronautics and Space Administration Global Modeling and Assimilation Office (NASA/GMAO) NWP OSSE framework are compared, with the newer framework having more simulated forecast model error than the older framework due to changes to the NWP system. The performance of the updated OSSE is validated against corresponding behavior of the same NWP system in the real world in terms of the simulated observations, the analysis increments, forecast error, and observation impacts. OSSE results of analysis and forecast impacts for three proposed new observation systems are also compared between the older and newer frameworks to evaluate the robustness of the OSSE experiments and the role of model error in observation impacts. These three new instruments are the Geostationary eXtended Observations (GeoXO) hyperspectral infrared sounder (GXS), the Midwave Infrared Sounding of Temperature and humidity in a Constellation for Winds (MISTiC Winds) atmospheric motion vectors, and additional Global Navigation Satellite System Radio Occultations (GNSS-RO).

Observing System Simulation Experiments↗

Integrated human-machine intelligence in space systems

The integration of human and machine intelligence in space systems is outlined with respect to the contributions of artificial intelligence. The current state-of-the-art in intelligent assistant systems (IASs) is reviewed, and the requirements of some real-world applications of the technologies are discussed. A concept of integrated human-machine intelligence is examined in the contexts of: (1) interactive systems that tolerate human errors; (2) systems for the relief of workloads; and (3) interactive systems for solving problems in abnormal situations. Key issues in the development of IASs include the compatibility of the systems with astronauts in terms of inputs/outputs, processing, real-time AI, and knowledge-based system validation. Real-world applications are suggested such as the diagnosis, planning, and control of enginnered systems.

Boy, Guy A.↗