Search NASA⌕ Search

SEARCH · Search NASA

Results for “train simulation”

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.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 109 records · Page 6

The Comprehensive LOFT

The training of pilots at major US air carriers has changed little over the years. These courses often begin in learning each and every sub-system of the particular airplane to be flown. The training course culminates in a series of training sessions in a full-motion, full-mission flight simulator. Most US airlines now incorporate one final simulator training session known as LOFT, Line Oriented Flight Training, where rather than going through a series of disconnected, isolated, flight maneuvers, the session is conducted as a flight from a departure airport to a destination airport. Flying for an Air Line, one is a Line Pilot, flying the "line." And so the LOFT session in the simulator is supposed to represent the reality of line operations and thus prepare the trainee to fly the line. But if the ultimate goal of the training is to produce a pilot who is ready to safely and efficiently fly the line, shouldn't all training be "line oriented"? This paper describes an approach to structuring airline flight training such that all training is "line oriented." This approach represents an opportunity to translate many of the training principles offered by Healy and her colleagues into training specifications.

Training Principles↗

Protocols for Handling Messages Between Simulation Computers

Practical Simulator Network (PSimNet) is a set of data-communication protocols designed especially for use in handling messages between computers that are engaging cooperatively in real-time or nearly-real-time training simulations. In a typical application, computers that provide individualized training at widely dispersed locations would communicate, by use of PSimNet, with a central host computer that would provide a common computational- simulation environment and common data. Originally intended for use in supporting interfaces between training computers and computers that simulate the responses of spacecraft scientific payloads, PSimNet could be especially well suited for a variety of other applications -- for example, group automobile-driver training in a classroom. Another potential application might lie in networking of automobile-diagnostic computers at repair facilities to a central computer that would compile the expertise of numerous technicians and engineers and act as an expert consulting technician.

Balcerowski, John P.↗

Extravehicular activity training and hardware design consideration

Preparing astronauts to perform the many complex extravehicular activity (EVA) tasks required to assemble and maintain Space Station will be accomplished through training simulations in a variety of facilities. The adequacy of this training is dependent on a thorough understanding of the task to be performed, the environment in which the task will be performed, high-fidelity training hardware and an awareness of the limitations of each particular training facility. Designing hardware that can be successfully operated, or assembled, by EVA astronauts in an efficient manner, requires an acute understanding of human factors and the capabilities and limitations of the space-suited astronaut. Additionally, the significant effect the microgravity environment has on the crew members' capabilities has to be carefully considered not only for each particular task, but also for all the overhead related to the task and the general overhead associated with EVA. This paper will describe various training methods and facilities that will be used to train EVA astronauts for Space Station assembly and maintenance. User-friendly EVA hardware design considerations and recent EVA flight experience will also be presented.

Weightlessness↗

Upset Recovery Human Factors

Accident and incident analyses as well as industry group concerns and recommendations have justified taking a second look at proficiency standards related to upset recovery training and performance. Quite a number of factors and theories have been suggested-- leading the NASA Aviation Safety Program to reconsider manual handling skills in highly automated aircraft particularly in conditions that can potentially lead to Loss of Control events. Our team of Subject Matter Experts (SMEs) first identified 76 Basic Recovery Skills that were important for effective crew response under five different anomaly conditions. In addition to manual handling skills, the skill set included knowledge and cognitive skills, as well as decision making and management skills. Advanced Recovery Skills were identified by combining skills, integrating with crew resource management skills, and developing heuristics for decision making.Using the Advanced Recovery Skill set, the SMEs then developed a generic process flow starting from the problem discovery phase (e.g., identifying an anomaly) through the decision making and management phase (e.g., assessing response options), through the recovery phase (e.g., controlling the aircraft). The generic process flow was refined by testing it against six additional scenarios. The next part of the project was to develop an approach for assessing and revising a generic training curriculum (we used an operators Advanced Qualification Program (AQP) as a framework). Although many of the Basic and Advanced Recovery Skills could be found in the Job Task Listing, they were not always structured or combined in the most effective way. Recommendations were developed for assessing relevant aspects of the Job Task Listing and Continuing Qualification curriculum so that the more comprehensive set of Upset Recovery skillsincluding Human Factors--could be trained and assessed in the most appropriate and effective context. The existing AQP methodology provides a natural way to insert targeted Upset Recovery skills into its system of proficiency objectives, training devices, training activities, and ultimately, into the event sets of a simulator training scenario.

AQP training↗

Air Traffic Management Technology Demonstration-1 (ATD-1) Avionics Phase 2 Flight Test Training for Interval Management

Prior to the successful flight test validation of a new avionics prototype, participants from Boeing, Honeywell, and United Airlines underwent group training at NASA Langley Research Center. New prototype software for an algorithm which enables greater efficiency in high-density airspace, called Interval Management, was to be incorporated into Electronic Flight Bags and placed in the cockpit for pilot usage. The goals of the training were to teach the flight test pilots how to operate the new software, establish techniques to simultaneously position three aircraft prior to each test scenario, and ensure a common communication protocol among team members when coordinating the position of aircraft for the next scenario. The multi-tiered interactive training regimen consisted of a process that continually built upon previous foundational material. The primary learning elements were 1) a portable computer-based trainer that was provided to the pilots prior to classroom training sessions, 2) classroom learning, 3) full mock-up simulator training, and 4) refresher training just prior to the flight test. Each part of the regimen was designed to repeat and build upon the previous element. The purpose of this Technical Memorandum is to inform the aviation industry how flight training for Interval Management was conducted at Langley Research Center in order to reduce overall development costs of future Interval Management training programs. Secondly, the paper provides insight regarding the decision-making process when attempting to conduct a flight test.

Roper, Roy D.↗

The General-Use Nodal Network Solver (GUNNS) Modeling Package for Space Vehicle Flow System Simulation

The General-Use Nodal Network Solver (GUNNS) is a modeling software package that combines nodal analysis and the hydraulic-electric analogy to simulate fluid, electrical, and thermal flow systems. GUNNS is developed by L-3 Communications under the TS21 (Training Systems for the 21st Century) project for NASA Johnson Space Center (JSC), primarily for use in space vehicle training simulators at JSC. It has sufficient compactness and fidelity to model the fluid, electrical, and thermal aspects of space vehicles in real-time simulations running on commodity workstations, for vehicle crew and flight controller training. It has a reusable and flexible component and system design, and a Graphical User Interface (GUI), providing capability for rapid GUI-based simulator development, ease of maintenance, and associated cost savings. GUNNS is optimized for NASA's Trick simulation environment, but can be run independently of Trick.

Harvey, Jason↗

Preparing for the unexpected - A psychologist's case for improved training

In the procedures designed to minimize human errors that lead to aircraft incidents, the improved human factor engineering and automation approaches must be supplemented by new training methods. Changes are suggested in the preprogrammed training principles which are currently based almost exclusively on the procedures-oriented environment, with insufficient training for cognitive processing and awareness. Use of the Line-Oriented Flight Training procedure, in which a training simulator is supplemented by a highly structured script or scenario to simulate the total line operational environment for the purpose of simultaneously training the entire flight crew, offers one way of providing pilots and other crewmembers with the experience of dealing with unexpected or stressful events. Of primary importance is maximal coordination between the aircraft captain and other crewmembers during the flight, which puts emphasis on the importance of teamwork and personal relations among all other crewmembers. The current FARs governing training and proficiency will have to be modified to accommodate new training appoaches.

Foushee, H. C.↗

Simulation System for Training in Laparoscopic Surgery

A computer-based simulation system creates a visual and haptic virtual environment for training a medical practitioner in laparoscopic surgery. Heretofore, it has been common practice to perform training in partial laparoscopic surgical procedures by use of a laparoscopic training box that encloses a pair of laparoscopic tools, objects to be manipulated by the tools, and an endoscopic video camera. However, the surgical procedures simulated by use of a training box are usually poor imitations of the actual ones. The present computer-based system improves training by presenting a more realistic simulated environment to the trainee. The system includes a computer monitor that displays a real-time image of the affected interior region of the patient, showing laparoscopic instruments interacting with organs and tissues, as would be viewed by use of an endoscopic video camera and displayed to a surgeon during a laparoscopic operation. The system also includes laparoscopic tools that the trainee manipulates while observing the image on the computer monitor (see figure). The instrumentation on the tools consists of (1) position and orientation sensors that provide input data for the simulation and (2) actuators that provide force feedback to simulate the contact forces between the tools and tissues. The simulation software includes components that model the geometries of surgical tools, components that model the geometries and physical behaviors of soft tissues, and components that detect collisions between them. Using the measured positions and orientations of the tools, the software detects whether they are in contact with tissues. In the event of contact, the deformations of the tissues and contact forces are computed by use of the geometric and physical models. The image on the computer screen shows tissues deformed accordingly, while the actuators apply the corresponding forces to the distal ends of the tools. For the purpose of demonstration, the system has been set up to simulate the insertion of a flexible catheter in a bile duct. [As thus configured, the system can also be used to simulate other endoscopic procedures (e.g., bronchoscopy and colonoscopy) that include the insertion of flexible tubes into flexible ducts.] A hybrid approach has been followed in developing the software for real-time simulation of the visual and haptic interactions (1) between forceps and the catheter, (2) between the forceps and the duct, and (3) between the catheter and the duct. The deformations of the duct are simulated by finite-element and modalanalysis procedures, using only the most significant vibration modes of the duct for computing deformations and interaction forces. The catheter is modeled as a set of virtual particles uniformly distributed along the center line of the catheter and connected to each other via linear and torsional springs and damping elements. The interactions between the forceps and the duct as well as the catheter are simulated by use of a ray-based haptic-interaction- simulating technique in which the forceps are modeled as connected line segments.

Basdogan, Cagatay↗

The development and implementation of cockpit resource management in UAL recurrent training

Line Oriented Flight Training (LOFT) for United Airlines started in 1976. At that time it was basically no more than a line-simulated training function conducted in a full-mission simulator with no attention or stress on its human factor content. Very soon after the implementation of the LOFT program concerns were voiced about certain crew behavioral situations they were observing in the flight crew's execution of cockpit duties. These duties involved emergency procedures as well as irregular and normal procedures and situations. It was evident that new information was surfacing concerning crew interaction, or its lack thereof, in the cockpit and its effect on satisfactory performance. These observations naturally raised the question of how this information translated into the safety of aircraft operations. A training system had to be repetitive, the crew interactive, and the training had to be conducted under the crew concept. The foundation had to have two other factors: (1) it was necessary to have adequate human factor content, and (2) an advanced state-of-the-art simulator and appropriate electronic devices were required. These concepts are further discussed.

Shroyer, David H.↗

Space Science Investigation: NASA ISS Stowage Simulator

During this internship the opportunity was granted to work with the Integrated, Graphics, Operations and Analysis Laboratory (IGOAL) team. The main assignment was to create 12 achievement patches for the Space Station training simulator called the "NASA ISS Stowage Training Game." This project was built using previous IGOAL developed software. To accomplish this task, Adobe Photoshop and Adobe Illustrator were used to craft the badges and other elements required. Blender, a 3D modeling software, was used to make the required 3D elements. Blender was a useful tool to make things such as a CTB bag for the "No More Bob" patch which shows a gentleman kicking a CTB bag into the distance. It was also used to pose characters to the positions that was optimal for their patches as in the "Station Sanitation" patch which portrays and astronaut waving on a U.S module on a truck. Adobe Illustrator was the main piece of software for this task. It was used to craft the badges and upload them when they were completed. The style of the badges were flat, meaning that they shouldn't look three dimensional in any way, shape or form. Adobe Photoshop was used when any pictures need brightening and was where the texture for the CTB bag was made. In order for the patches to be ready for the game's next major release, they have to go under some critical reviewing, revising and re-editing to make sure the other artists and the rest of the staff are satisfied with the final products. Many patches were created and revamped to meet the flat setting and incorporate suggestions from the IGOAL team. After the three processes were completed, the badges were implemented into the game (reference fig1 for badges). After a month of designing badges, the finished products were placed into the final game build via the programmers. The art was the final piece in showcasing the latest build to the public for testing. Comments from the testers were often exceptional and the feedback on the badges were outstanding. The latest build will also be tested by astronauts to determine if the product could potentially be incorporated into the astronaut training program. This experience has provided the opportunity to experience the feeling of working with research and development organization. The art skills and programming skills received at the internship will provide and maintain and strong foundation for a career in computer programming and digital media.

Crawford, Gary↗

Crew member and instructor evaluations of line oriented flight training

Results obtained from the NASA/UT/LOFT survey of 8300 crew members from four airlines is presented. As simulator training is very expensive and excellence in training is the objective, some effort is justified in evaluating LOFT and in determining what it is about the best scenarios that creates positive effects. Attention is given to the effects of different scenarios, self reports of crew resource management behaviors, organization, fleet and crew position differences.

Wilhelm, John↗

Meteorological inputs to advanced simulators

Weather simulation as it is currently implemented and some suggestions and questions considered in future simulator developments are described. Flight simulators represent weather in a considerably broader sense and with an almost limitless capability for future expansion. Realistic weather is important in pilot training simulators. It offers promising opportunity to provide training because it permits an element of environmental control not available in the real world.

Handberg, G. O.↗

Piloted aircraft simulation concepts and overview

An overview of piloted aircraft simulation is presented that reflects the viewpoint of an aeronautical technologist. The intent is to acquaint potential users with some of the basic concepts and issues that characterize piloted simulation. Application to the development of aircraft are highlighted, but some aspects of training simulators are covered. A historical review is given together with a description of some current simulators. Simulator usages, advantages, and limitations are discussed and human perception qualities important to simulation are related. An assessment of current simulation is presented that addresses validity, fidelity, and deficiencies. Future prospects are discussed and technology projections are made.

Sinacori, J. B.↗

Using Intelligent Simulation to Enhance Human Performance in Aircraft Maintenance

Human factors research and development investigates the capabilities and limitations of the human within a system. Of the many variables affecting human performance in the aviation maintenance system, training is among the most important. The advent of advanced technology hardware and software has created intelligent training simulations. This paper describes one advanced technology training system under development for the Federal Aviation Administration.

Aging Aircraft↗

A Study of Digital Computers for A Real Time Training Stimulation Research System

In the study phase of the project to provide a general purpose laboratory facility for use in research in training simulation techniques, digital computer systems and interface equipments were evaluated for the application. Criteria for the system evaluation were obtained from previous studies, involving the F100A aircraft and EROS vehicle flight simulations using the UDOFT computer facility.

TRAINING↗

SimSup's Loop: A Control Theory Approach to Spacecraft Operator Training

Immersive simulation is a staple of training for many complex system operators, including astronauts and ground operators of spacecraft. However, while much has been written about simulators, simulation facilities, and operator certification programs, the topic of how one develops simulation scenarios to train a spacecraft operator is relatively understated in the literature. In this paper, an approach is presented for using control theory as the basis for developing the immersive simulation scenarios for a spacecraft operator training program. The operator is effectively modeled as a high level controller of lower level hardware and software control loops that affect a select set of system state variables. Simulation scenarios are derived from a STAMP-based hazard analysis of the operator's high and low level control loops. The immersive simulation aspect of the overall training program is characterized by selecting a set of scenarios that expose the operator to the various inadequate control actions that stem from control flaws and inadequate control executions in the different sections of the typical control loop. Results from the application of this approach to the Lunar Atmosphere and Dust Environment Explorer (LADEE) mission are provided through an analysis of the simulation scenarios used for operator training and the actual anomalies that occurred during the mission. The simulation scenarios and inflight anomalies are mapped to specific control flaws and inadequate control executions in the different sections of the typical control loop to illustrate the characteristics of anomalies arising from the different sections of the typical control loop (and why it is important for operators to have exposure to these characteristics). Additionally, similarities between the simulation scenarios and inflight anomalies are highlighted to make the case that the simulation scenarios prepared the operators for the mission.

LADEE↗

The Simulation of a Jumbo Jet Transport Aircraft. Volume 2: Modeling Data

The manned simulation of a large transport aircraft is described. Aircraft and systems data necessary to implement the mathematical model described in Volume I and a discussion of how these data are used in model are presented. The results of the real-time computations in the NASA Ames Research Center Flight Simulator for Advanced Aircraft are shown and compared to flight test data and to the results obtained in a training simulator known to be satisfactory.

Hanke, C. R.↗

Simulator Investigations of the Problems of Flying a Swept-Wing Transport Aircraft in Heavy Turbulence

An investigation of several factors which may contribute to the problem of piloting jet transport aircraft in heavy turbulence was conducted by using a piloted simulator that included the most significant airplane response and cockpit vibrations induced by rough air. Results indicated that the primary fuselage structural frequency contributed significantly to a distracting cockpit environment, and there was obtained evidence of severely reduced instrument flight proficiency during simulated maneuvering flight in heavy turbulence. It is concluded that the addition of similar rough-air response capabilities to training simulators would be of value in pilot indoctrination in turbulent-flight procedures.

Bray, Richard S.↗