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At least 109 records · Page 6

High-Speed Experiments on Combustion-Powered Actuation for Dynamic Stall Suppression

This work documents high-speed wind tunnel experiments conducted on a pitching airfoil equipped with an array of combustion-powered actuators (COMPACT). The main objective of these experiments was to demonstrate the stall-suppression capability of COMPACT on a high-lift rotorcraft airfoil, the VR-12, at relevant Mach numbers. Through dynamic pressure measurements at the airfoil surface it was shown that COMPACT can positively affect the stall behavior of the VR-12 at Mach numbers up to 0.4. Static airfoil results demonstrated 25% and 50% increases in post-stall lift at Mach numbers of 0.4 and 0.3, respectively. Deep dynamic stall results showed cycle-averaged lift coefficient increases up to 11% at Mach 0.4. Furthermore, it was shown that these benefits could be achieved with relatively few pulses during down-stroke and with no need to pre-anticipate the stall event. The flow mechanisms responsible for stall suppression were investigated using particle image velocimetry.

Matalanis, Claude↗

Vortex Radiometry: Fundamental Concepts

Vortex radiometers (VRs) enable communication systems to maximize data throughput by determining when to employ fade mitigation most efficiently. With this information, communication systems can optimize mitigation strategies before actual fades occur. Doing so maximizes the time over which the link is available, and therefore maximizes data throughput. This paper presents the fundamental concepts of vortex radiometry, including the creation of annular beam patterns through the use of orbital angular momentum (OAM). These concepts are simulated on a 100 Mbps (Megabits per second) GEO (Geosynchrous Earth Orbit)-to-ground Ka-Band communication link. During the simulation a noise source traverses across the link, and without VR capabilities the link is disrupted. However, when the situation is repeated with VR capabilities enabled, the antenna is able to increase receiver gain and maintain the link. VRs are uniquely suited to provide communication systems with the ability to optimize receiver parameters and maximize data throughput, making them critical to enabling next generation communication networks.

Orbital Angular Momentum↗

Vortex Radiometry: Enabling Frequency Agile Communications

Exponential proliferation of UAVs and CubeSats puts NASA's high priority communication systems at risk. UAVs and CubeSats are easy to acquire, modify and build, making it extremely likely that some will be used in unauthorized ways. While these systems provide several benefits to society, their increased use also increases the probability of unintentional signal interference, and even deliberate jamming of NASA's communication systems.This paper presents an algorithm to determine 1) when an interference induced fade will occur, 2) how long the fade will persist for and 3) how intense the fade will be. The algorithm requires data collected from Vortex Radiometers (VRs), which probe the RF environment using annular antenna beam patterns. A set of numerical simulations show that a multi-beam VR system can instruct a cognitive antenna to switch between Ka- and X-Band communications, in order to avert interference from small diameter noise sources. Analysis of the simulation results indicate that practical VR systems will require several concentric annular beam patterns, in order to mitigate fades from noise sources of various sizes. The paper concludes by identifying technology challenges that need to be overcome to achieve these capabilities.

Orbital Angular Momentum↗

Using Virtual Reality and Motion Capture as Tools for Human Factors Engineering at Nasa Marshall Space Flight Center

MSFC’s Human Factors Engineering (HFE) team is responsible for all worksite analyses performed for the SLS pre-launch integration activities at Kennedy Space Center (KSC). There is a wide variety of tasks associated with pre-launch integration activities and it is important to verify that vehicle integration will be successful early in the design process. The VR work performed by the HFE team at MSFC has allowed fast changing layouts to be analyzed by various departments with minimal impact to cost or schedule. Implementing these methods for SLS allows for VR use in early design cycles, saving time and budget. Utilizing the resulting HFE analyses improves usability and safety. Ultimately, the goal is to provide a safe environment for the technicians assembling the vehicle and the astronaut crew at launch.

Andrews, Tanya↗

Using Virtual Reality and Motion Capture as tools for Human Factors Engineering at NASA Marshall Space Flight Center

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing virtual reality (VR) and motion capture (MoCap) into HFE analyses of various projects through its Virtual Environments Lab (VEL). These techniques are being implemented for concept of development of Deep Space Habitats (DSH) and design and analyses for NASA’s Space Launch System (SLS). VR utilization in the VEL will push the design to be better formulated before mockups are constructed, saving budget and time.

Andrews, Tanya↗

Using Virtual Reality for Worksite Analysis

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing virtual reality (VR) and motion capture (MoCap) into HFE analyses of various projects through its Virtual Environments Lab (VEL). This complements the long history of analyses completed using mockups. These techniques are being implemented for; (1) Concept of development of Deep Space Habitats (DSH), (2) Design and analyses for NASA’s Space Launch System (SLS). VR utilization in the VEL will push the design to be better formulated before mockups are constructed, saving budget and time.

Andrews, Tanya↗

Mitigating Interference from Urban Air Mobility Vehicles on Satellite Communication Links by Using Vortex Radiometry

Vortex radiometers (VRs) establish an early warning system for communication channels by generating concentric annular beam patterns around the active link. Peaks in received power are monitored as interfering signals traverse overhead, allowing the VR to estimate source velocity. From this information the VR determines 1) when a fade will occur, 2) how long the fade will persist for and 3) how intense the fade will be. This paper demonstrates how VRs can increase the resilience of communication systems used in urban air mobility applications.

Schemmel, Peter J.↗

Underwater Virtual Reality System for Neutral Buoyancy Training: Development and Evaluation

During terrestrial activities, sensation of pressure on the skin and tension in muscles and joints provides information about how the body is oriented relative to gravity and how the body is moving relative to the surrounding environment. In contrast, in aquatic environments when suspended in a state of neutral buoyancy, the weight of the body and limbs is offloaded, rendering these cues uninformative. It is not yet known how this altered sensory environment impacts virtual reality experiences. To investigate this question, we converted a full-face SCUBA mask into an underwater head-mounted display and developed software to simulate jetpack locomotion outside the International Space Station. Our goal was to emulate conditions experienced by astronauts during training at NASA's Neutral Buoyancy Lab. A user study was conducted to evaluate both sickness and presence when using virtual reality in this altered sensory environment. We observed an increase in nausea related symptoms underwater, but we cannot conclude that this is due to VR use. Other measures of sickness and presence underwater were comparable to measures taken above water. We conclude with suggestions for improved underwater VR systems and improved methods for evaluation of these systems based on our experience.

Simulation↗

Test Bed for Human Performance in Mockup Suit

Crewmembers' ability to adjust to changes in gravity and sensorimotor function is essential for successful suited mobility in lunar and planetary missions. Setups for current pressurized spacesuit testing require suit technicians, specialized medical clearances, and test support personnel along with increased risk to the subject. Furthermore, suited setups constrain the types of additional hardware that can be used. A test bed was developed with the goal to evaluate human suited performance using an unpressurized Mark III mockup suit and virtual reality (VR) system. The mockup suit provides a means of performing proof-of-concept tasks for suited performance with lower time and cost demands. Additionally, VR goggles provide a means for projecting an immersive planetary environment and applying perturbations to the visuo-vestibular system with minimal equipment. Furthermore, the test bed will be developed to allow room for improvement in fidelity for future suited applications.

Beltran, Eduerdo J.↗

Virtual Reality and Oceanography: Overview, Applications, and Perspective

With the ongoing, exponential increase in ocean data from autonomous platforms, satellites, models, and in particular, the growing field of quantitative imaging, there arises a need for scalable and cost-efficient visualization tools to interpret these large volumes of data. With the recent proliferation of consumer grade head-mounted displays, the emerging field of virtual reality (VR) has demonstrated its benefit in numerous disciplines, ranging frommedicine to archeology. However, these benefits have not received asmuch attention in the ocean sciences. Here, we summarize some of the ways that virtual reality has been applied to this field. We highlight a few examples in which we (the authors) demonstrate the utility of VR as a tool for ocean scientists. For oceanic datasets that are well-suited for three-dimensional visualization, virtual reality has the potential to enhance the practice of ocean science.

Noah L Walcutt↗

Urban Air Mobility System Testbed Using CAVE Virtual Reality Environment

Urban Air Mobility (UAM) refers to a system of air passenger and small cargo transportation within an urban area. The UAM framework also includes other urban Unmanned Aerial Systems (UAS) services that will be supported by a mix of onboard, ground, piloted, and autonomous operations. Over the past few years UAM research has gained wide interest from companies and federal agencies as an on-demand innovative transportation option that can help reduce traffic congestion and pollution as well as increase mobility in metropolitan areas. The concepts of UAM/UAS operation in the National Airspace System (NAS) remains an active area of research to ensure safe and efficient operations. With new developments in smart vehicle design and infrastructure for air traffic management, there is a need for methods to integrate and test various components of the UAM framework. In this work, we report on the development of a virtual reality (VR) testbed using the Cave Automatic Virtual Environment (CAVE) technology for human-automation teaming and airspace operation research of UAM. Using a four-wall projection system with motion capture, the CAVE provides an immersive virtual environment with real-time full body tracking capability. We created a virtual environment consisting of San Francisco city and a vertical take-off-and-landing passenger aircraft that can fly between a downtown location and the San Francisco International Airport. The aircraft can be operated autonomously or manually by a single pilot who maneuvers the aircraft using a flight control joystick. The interior of the aircraft includes a virtual cockpit display with vehicle heading, location, and speed information. The system can record simulation events and flight data for post-processing. The system parameters are customizable for different flight scenarios; hence, the CAVE VR testbed provides a flexible method for development and evaluation of UAM framework.

Marayong, Panadda↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Magnetic Field Dropouts at Near-Sun Switchback Boundaries: A Superposed Epoch Analysis

During Parker Solar Probe’s first close encounter with the Sun in early 2018 November, a large number of impulsive rotations in the magnetic field were detected within 50 Rs; these also occurred in association with short-lived impulsive solar wind bursts in speed. These impulsive features are now called“switchback”events. We examined a set of these switchbacks where the boundary transition into and out of the switchback was abrupt, with fast B rotations and simultaneous solar wind speed changes occurring on timescales of less than ∼10 s; these thus appear as step function-like changes in the radial component of B and V. Our objective was to search for any diamagnetic effects that might occur especially if the boundaries are associated with quick changes in density(i.e.,a steep spatial density gradient at the switchback boundary). We identified 25 switchback entries where the radial component of B,Br, quickly transitioned from large negative to positive values and Vr simultaneously abruptly increased(i.e., step-up transitions)and 28 switchback exits where Br quickly transitioned from large positive to negative values and Vr simultaneously abruptly decreased (i.e., step-down transitions). We then performed a superposed epoch analysis on each of these sets of events. We found these fast-transitioning events typically had a clear and distinct decrease in the magnetic field magnitude by 7%–8% detected exactly at the boundary. The presence of the B dropout suggests there is a diamagnetic current present at the boundary.

W M Farrell↗

Using Virtual Reality for Science Missions At The Lunar South Pole

The Lunar VR toolkit, built on Mixed Reality Exploration Toolkit (MRET), combines LOLA 5m topographic data, CAD models (e.g., lander, rover), procedural textures, and geologic features (e.g., rocks, craters) for sub-5m simulation of the lunar surface. Future capabilities include the incorporation of real-time mission telemetry to provide a full mission lifecycle tool, test instrument design and operation concepts, pre-operations planning and walk-throughs of traverses, and situational awareness support during actual mission operations. We will discuss the critical features we think are needed for lunar south pole mission planning and the development of our Lunar VR toolkit.

Thomas G Grubb↗

Virtual Reality Calibration and Preview/Predictive Displays for Telerobotics

A virtual reality (VR) calibration technique of matching a virtual environment of simulated 3-D graphic models with actual camera views of the remote site task environment has been developed. This VR calibration enables high-fidelity preview/predictive displays with calibrated graphics overlay on live video. Reliable and accurate calibration is achieved by operator-interactive camera calibration and object localization procedures based on new linear/nonlinear least-squares algorithms that can handle multiple-camera views.

Virtual↗

Artemis Lunar Surface VR/ARGOS Trainer

This proposal aims to provide insight by identifying potential risks and unknowns of lander egress and surface operations through a Mixed Reality (MR) planning, training, and analysis capability that integrates Virtual Reality (VR) simulations and the Active Response Gravity Offload System (ARGOS) in support of Artemis missions to the moon. The VR simulation will incorporate lunar digital elevation map data and imagery to provide accurate terrain of the south pole and Shackleton Crater. Date specific ephemerides will used to simulate the extreme lighting environment. Virtual representations of a lunar lander vehicle will be represented with a physical mockup of the porch and ladder assembly. Human-in-the-loop engineering test runs within ARGOS will be used to refine performance of the Mixed Reality interface with the mockup platform and define procedures for training.

Lee K Bingham↗

Functional Volume Assessment of an Early Version of the Mars Transit Habitat

During the summer of 2020, the NASA Mars Architecture Team (MAT) conducted a functional volume assessment of the Transit Habitat (TH). The TH has evolved substantially since that time and the current TH does not share the same internal configuration, but the insights gained from the assessment remain relevant. In virtually all architectures involving chemical, electric, or nuclear propulsion, the majority of the crew mission is spent aboard the TH. The Earth to Mars transit durations may vary from architecture to architecture, but all are on the order of hundreds of days, regardless of whether an opposition or conjunction class trajectory is selected, and regardless of whether the propulsion system is chemical, electric, or nuclear. Thus, the TH must provide capabilities appropriate to a very long duration. So, despite significant changes in the current Mars architecture over the past few years, this evaluation still provides useful recommendations in the form of habitability guidance that can be applied to current and future TH concepts. This assessment had six primary objectives: provide a sanity check to the BOC-derived TH layout; understand if we can fit the hardware and functional tasks in the volume; provide a high-level assessment of how aggressive the layout is; generate a list of challenges or assumptions necessary to make it work; generate a list of future work to refine understanding; and identify proposed requirements. All of this information is critical to drive habitat sizing studies and key architecture decisions. It was clear that a human-in-the-loop (HITL) evaluation of some kind would be necessary, but several challenges were immediately identified. The most information could be gleaned from a Desert Research and Technology Studies (DRATS) type of mission operations test (MOT), but the TH concept was too low fidelity to construct the type of prototype necessary to conduct a MOT, nor were their financial resources to do so. The next best option – and really the one most appropriate for the BOC’s stage of maturity – is a Virtual Reality (VR) walk-through evaluation. However, NASA was in a shutdown state due to the COVID-19 pandemic and the VR labs were inaccessible. As a result, a tabletop evaluation was created, using .jpg imagery from the ECM CAD model along with Excel-based datasheets. High-level crew living and working functions within the habitat were identified for evaluation. Questionnaires using Likert scales assessed acceptability of habitat functions and sim quality – the degree to which the function was represented in CAD. This enabled the evaluation to be conducted by personnel working remotely. Each function was evaluated individually along with several overarching habitability parameters and vehicle subsystems. The results of this evaluation are discussed, including methodological challenges and rating challenges. Acceptability results are discussed for functions that the participants were able to rate and participant comments for functions that could not be related are also described. Final conclusions are described, including challenges or assumptions needed to make the TH design acceptable, future work needed to refine understanding of the TH, and proposed habitat requirements based on test data.

Transit Habitat↗

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↗