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At least 109 records · Page 6

Depth from Stereo and Polarization of Opaque Non-Lambertian Surfaces

This paper presents a new approach to depth from stereo in scenes with non-Lambertian surfaces. While these surfaces usually prove to be hard to incorporate in photo-consistency energy minimization, we retrieve additional information about their surface normals from applying a polarization-based approach that computes the degree and angle of polarization at each pixel. Therefore, we set up a stereo camera rig that captures four different rotations of a linear polarizer simultaneously for each camera. While most existing polarization-based approaches to shape reconstruction require a setup with known lighting, our approach uses arbitrary unpolarized illumination. We describe a regularization-based stereo approach that constrains specular surface normals in the scene to lie in the plane of their observed angle of polarization. We derive the mathematical foundations of this approach and present results on virtually generated stereo and real-world stereo imagery.

Berger, Kai↗

NASA WorldWind: Open Source Visualization Technology for Earth Observation

NASA WorldWind: Open Source Visualization Technology for Earth Observation WorldWind, open source virtual globe technology for Java, iOS, Android and Web, is provided by NASA and is architected as API-centric modular componentry. This enable it to be continually optimized and feature-enriched in ways that allow applications based on this SDK (Software Development Kit) to benefit Earth Observation, especially Open Science, with minimal or no adjustment for the decade ahead. The next-generation National Airspace System (NAS) aviation management system for the U.S. Federal Aviation Administration, FAA, uses WorldWind, as do applications currently being developed by the European Space Agency, along with several other US and European government agencies and industry partners. This presentation will demonstrate several NASA open source use cases for WorldWind technology that include advances being made to optimize access to NetCDF and HDF data via WebWorldWind.NASA WorldWind: Multidimensional Geospatial Web Platform The ability to see spatial data in its native context is essential for that data to be appreciated whether by the scientific community, policy and decision-makers or the general public. Recently, the accessibility of spatial data has dramatically improved. Without the need to install an application, spatial data can now be experienced via any web browser, mobile devices included. For developers, by simply updating the app on your server, the latest version of your application is now immediately available to your entire usercommunity. Unlike other virtual globes such as Google Earth, NASA World Wind offers something very special, full control to customize the interface with any features or functionalities you might need. You decide how the data is accessed and experienced. This allows you to provide maximum value of the information to your user community. The web version of NASA WorldWind (WebWorldWind) has made it possible for a whole new suite of applications for managing and sharing spatial data. Apps built with this web version are ideal for immediate social media type activity and also facilitate delivery of sophisticated data exchange scenarios such as weather and climate research, disaster response, personal navigation, and industrial-strength tracking for transportation, supply chain, aviation and satellites. WebWorldWind is an application component, not an app in itself. It is written in JavaScript and provides the real world geographic context for spatial data and information visualization, using a rich set of shapes and graphic primitives. WebWorldWind also provides platform independence, while accommodating any number of data types. Web WorldWind runs on any platform via a browser, i.e., Internet Explorer, Firefox, Chrome and Safari. Features include, 3D virtual globe, 2D map with multiple projection choices (Mercator, Polar, UPS, Equirectangular), imagery and elevation import, extensible, data retrieval (via REST, WMS, WCS, WFS, Bing, User-Defined), decluttering, measurement, accurate line-ofsight, subsurface visualization, and more.

Open Source Mapping↗

The development, assessment and validation of virtual reality for human anatomy instruction

This research project seeks to meet the objective of science training by developing, assessing, validating and utilizing VR as a human anatomy training medium. Current anatomy instruction is primarily in the form of lectures and usage of textbooks. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three-dimensional, unlike the one-dimensional depiction found in textbooks and the two-dimensional depiction found on the computer. Virtual reality allows one to step through the computer screen into a 3-D artificial world. The primary objective of this project is to produce a virtual reality application of the abdominopelvic region of a human cadaver that can be taken back to the classroom. The hypothesis is that an immersive learning environment affords quicker anatomic recognition and orientation and a greater level of retention in human anatomy instruction. The goal is to augment not replace traditional modes of instruction.

Marshall, Karen Benn↗

The Benefits of Virtual Presence in Space (VPS) to Deep Space Missions

Understanding our place in the Universe is one of mankind's greatest scientific and technological challenges and achievements. The invention of the telescope, the Copernican Revolution, the development of Newtonian mechanics, and the Space Age exploration of our solar system; provided us with a deeper understanding of our place in the Universe; based on better observations and models. As we approach the end of the first decade of the new millennium, the same quest, to understand our place in the Universe, remains a great challenge. New technologies will enable us to construct and interact with a "Virtual Universe" based on remote and in situ observations of other worlds. As we continue the exploration that began in the last century, we will experience a "Virtual Presence in Space (VPS)" in this century. This paper describes VPS technology, the mechanisms for VPS product distribution and display, the benefits of this technology, and future plans. Deep space mission stereo observations and frames from stereo High Definition Television (HDTV) mission animations are used to illustrate the effectiveness of VPS technology.

deep space missions↗

Master-slave system with force feedback based on dynamics of virtual model

A master-slave system can extend manipulating and sensing capabilities of a human operator to a remote environment. But the master-slave system has two serious problems: one is the mechanically large impedance of the system; the other is the mechanical complexity of the slave for complex remote tasks. These two problems reduce the efficiency of the system. If the slave has local intelligence, it can help the human operator by using its good points like fast calculation and large memory. The authors suggest that the slave is a dextrous hand with many degrees of freedom able to manipulate an object of known shape. It is further suggested that the dimensions of the remote work space be shared by the human operator and the slave. The effect of the large impedance of the system can be reduced in a virtual model, a physical model constructed in a computer with physical parameters as if it were in the real world. A method to determine the damping parameter dynamically for the virtual model is proposed. Experimental results show that this virtual model is better than the virtual model with fixed damping.

Nojima, Shuji↗

Enabling a Science Support Structure for NASAs Global Hawk UASs

In this paper we describe the information technologies developed by NASA for the Winter/Spring 2013/2014, and Fall 2014, NASA Earth Venture Campaigns, Hurricane and Severe Storm Sentinel (HS3) and Airborne Tropical TRopopause EXperiment (ATTREX). These campaigns utilized Global Hawk UAS vehicles equipped at the NASA Armstrong (previously Dryden) Flight Research Facility (AFRC), Edwards Air Force Base, California, and operated from there, the NASA Wallops Flight Facility (WFF), Virginia, and Anderson Air Force Base (AAFB), Guam. Part of this enabling infrastructure utilized a layer 2 encrypted terrestrial Virtual Local Area Network (VLAN) that, at times, spanned greater than ten thousand miles (AAFB <-> AFRC <-> WFF) and was routed over geosynchronous Ku band communication Satellites directly to the aircraft sensor network. This infrastructure enabled seamless hand off between Satellites, and Satellite ground stations in Guam, California and Virginia, so allowing simultaneous Aircraft Command and Control and Science operations from remote locations. Additionally, we will describe the other elements of this infrastructure, from on-board geo-enabled databases, to real time communications directly from the instruments (in some cases, more than twelve were carried, and simultaneously operated, on one aircraft) to the researchers and other interested parties, world wide.

Virtual Local Area Network (VLAN)↗

Virtual Observatories: Are We Virtually There Yet?

Virtual observatories are tools for simplifying access to and use of astronomical data from an increasing number of data sources of rapidly growing volume. Now that a variety of virtual observatory development efforts are under way around the world, a cursory review of the efforts outside solar physics, and an only slightly more detailed consideration of those within, demonstrates a commonality of conceptual model if not of approach or application. The linkages among virtual observatories optimized for different scientific communities present an interesting challenge to the designers: should virtual observatories be designed for the most expert users? For the least? For everyone? It is too early to provide definitive answers, but examination of current efforts does offer some clues.

Gurman, J. B.↗

NASA IV&V's Cyber Range for Space Systems

A cyber range is a virtual environment that is used for cyberwarfare training and cyber technology development. It provides tools that help strengthen the stability, security and performance of cyber infrastructures and IT systems. NASA IV&V has created an adaptable virtual environment that is representative of a typical NASA mission system of systems environment that serves multiple purposes: Training of network defenders. Ability to perform simulated red vs blue training events. Ability to deploy mission specific technologies in a cyber contested environment. Ability to demonstrate vulnerabilities and their impact to ground and space systemsThe overall system is comprised of more than 70 virtual machines and physical infrastructure to demonstrate real-world cyber attacks against: email users, wireless networks, and physically implanted devices with command and control call-back. The cyber range was built to emulate a NASA precipitation satellite infrastructure.This presentation will give an overview of the virtual cyber range and how it was used to conduct a simulate red vs blue exercise with the goal of compromising the simulated spacecraft that utilizes real NASA flight software.

test and evaluation DT&E↗

The assessment of virtual reality for human anatomy instruction

This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

Benn, Karen P.↗

The Role of Virtual Globes in Geoscience

One of the difficulties faced by Earth scientists of all disciplines is how to effectively communicate their research to both other scientists and the general public. With increased attention paid to the health of the planet, the activities of geoscientists in particular are falling under the spotlight of public interest. In age where the internet availability has brought an expectation of information being instantly visible in a graphically rich format, the development of Virtual Globes --computer-based representations of the real-world--has become a natural progression for how best to view these data. In this special issue we bring together a cross-selection of the many examples of how Virtual Globe technologies are being used for geoscience.

Bailey, John E.↗

Estimated Accuracy of Three Common Trajectory Statistical Methods

Three well-known trajectory statistical methods (TSMs), namely concentration field (CF), concentration weighted trajectory (CWT), and potential source contribution function (PSCF) methods were tested using known sources and artificially generated data sets to determine the ability of TSMs to reproduce spatial distribution of the sources. In the works by other authors, the accuracy of the trajectory statistical methods was estimated for particular species and at specified receptor locations. We have obtained a more general statistical estimation of the accuracy of source reconstruction and have found optimum conditions to reconstruct source distributions of atmospheric trace substances. Only virtual pollutants of the primary type were considered. In real world experiments, TSMs are intended for application to a priori unknown sources. Therefore, the accuracy of TSMs has to be tested with all possible spatial distributions of sources. An ensemble of geographical distributions of virtual sources was generated. Spearman s rank order correlation coefficient between spatial distributions of the known virtual and the reconstructed sources was taken to be a quantitative measure of the accuracy. Statistical estimates of the mean correlation coefficient and a range of the most probable values of correlation coefficients were obtained. All the TSMs that were considered here showed similar close results. The maximum of the ratio of the mean correlation to the width of the correlation interval containing the most probable correlation values determines the optimum conditions for reconstruction. An optimal geographical domain roughly coincides with the area supplying most of the substance to the receptor. The optimal domain s size is dependent on the substance decay time. Under optimum reconstruction conditions, the mean correlation coefficients can reach 0.70 0.75. The boundaries of the interval with the most probable correlation values are 0.6 0.9 for the decay time of 240 h and 0.5 0.95 for the decay time of 12 h. The best results of source reconstruction can be expected for the trace substances with a decay time on the order of several days. Although the methods considered in this paper do not guarantee high accuracy they are computationally simple and fast. Using the TSMs in optimum conditions and taking into account the range of uncertainties, one can obtain a first hint on potential source areas.

Kabashnikov, Vitaliy P.↗

The NASA Solar System Exploration Virtual Institute: International Efforts in Advancing Lunar Science with Prospects for the Future

The NASA Solar System Exploration Research Virtual Institute (SSERVI), originally chartered in 2008 as the NASA Lunar Science Institute (NLSI), is chartered to advance both the scientific goals needed to enable human space exploration, as well as the science enabled by such exploration. NLSI and SSERVI have in succession been "institutes without walls," fostering collaboration between domestic teams (7 teams for NLSI, 9 for SSERVI) as well as between these teams and the institutes' international partners, resulting in a greater global endeavor. SSERVI teams and international partners participate in sharing ideas, information, and data arising from their respective research efforts, and contribute to the training of young scientists and bringing the scientific results and excitement of exploration to the public. The domestic teams also respond to NASA's strategic needs, providing community-based responses to NASA needs in partnership with NASA's Analysis Groups. Through the many partnerships enabled by NLSI and SSERVI, scientific results have well exceeded initial projections based on the original PI proposals, proving the validity of the virtual institute model. NLSI and SSERVI have endeavored to represent not just the selected and funded domestic teams, but rather the entire relevant scientific community; this has been done through many means such as the annual Lunar Science Forum (now re-named Exploration Science Forum), community-based grass roots Focus Groups on a wide range of topics, and groups chartered to further the careers of young scientists. Additionally, NLSI and SSERVI have co-founded international efforts such as the pan-European lunar science consortium, with an overall goal of raising the tide of lunar science (and now more broadly exploration science) across the world.

Institute↗

Holodeck Testbed Project

The main objective of the Holodeck Testbed is to create a cost effective, realistic, and highly immersive environment that can be used to train astronauts, carry out engineering analysis, develop procedures, and support various operations tasks. Currently, the Holodeck testbed allows to step into a simulated ISS (International Space Station) and interact with objects; as well as, perform Extra Vehicular Activities (EVA) on the surface of the Moon or Mars. The Holodeck Testbed is using the products being developed in the Hybrid Reality Lab (HRL). The HRL is combining technologies related to merging physical models with photo-realistic visuals to create a realistic and highly immersive environment. The lab also investigates technologies and concepts that are needed to allow it to be integrated with other testbeds; such as, the gravity offload capability provided by the Active Response Gravity Offload System (ARGOS). My main two duties were to develop and animate models for use in the HRL environments and work on a new way to interface with computers using Brain Computer Interface (BCI) technology. On my first task, I was able to create precise computer virtual tool models (accurate down to the thousandths or hundredths of an inch). To make these tools even more realistic, I produced animations for these tools so they would have the same mechanical features as the tools in real life. The computer models were also used to create 3D printed replicas that will be outfitted with tracking sensors. The sensor will allow the 3D printed models to align precisely with the computer models in the physical world and provide people with haptic/tactile feedback while wearing a VR (Virtual Reality) headset and interacting with the tools. Getting close to the end of my internship the lab bought a professional grade 3D Scanner. With this, I was able to replicate more intricate tools at a much more time-effective rate. The second task was to investigate the use of BCI to control objects inside the hybrid reality ISS environment. This task looked at using an Electroencephalogram (EEG) headset to collect brain state data that could be mapped to commands that a computer could execute. On this Task, I had a setback with the hardware, which stopped working and was returned to the vendor for repair. However, I was still able to collect some data, was able to process it, and started to create correlation algorithms between the electrical patterns in the brain and the commands we wanted the computer to carry out. I also carried out a test to investigate the comfort of the headset if it is worn for a long time. The knowledge gained will benefit me in my future career. I learned how to use various modeling and programming tools that included Blender, Maya, Substance Painter, Artec Studio, Github, and Unreal Engine 4. I learned how to use a professional grade 3D scanner and 3D printer. On the BCI Project I learned about data mining and how to create correlation algorithms. I also supported various demos including a live demo of the hybrid reality lab capabilities at ComicPalooza. This internship has given me a good look into engineering at NASA. I developed a more thorough understanding of engineering and my overall confidence has grown. I have also realized that any problem can be fixed, if you try hard enough, and as an engineer it is your job to not only fix problems but to embrace coming up with solutions to those problems.

Arias, Adriel↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Applying Web-Based Tools for Research, Engineering, and Operations

Personnel in the NASA Glenn Research Center Network and Architectures branch have performed a variety of research related to space-based sensor webs, network centric operations, security and delay tolerant networking (DTN). Quality documentation and communications, real-time monitoring and information dissemination are critical in order to perform quality research while maintaining low cost and utilizing multiple remote systems. This has been accomplished using a variety of Internet technologies often operating simultaneously. This paper describes important features of various technologies and provides a number of real-world examples of how combining Internet technologies can enable a virtual team to act efficiently as one unit to perform advanced research in operational systems. Finally, real and potential abuses of power and manipulation of information and information access is addressed.

Ivancic, William D.↗

Bridging the Gap: Use of Spaceflight Technologies for Earth-Based Problems

Spaceflight is colloquially deemed, the final frontier, or the last area which humans have not yet explored in great depth. While this is true, there are still many regions on Earth that remain isolated from the urban, socially and electronically connected world. Because travelling to space requires a great deal of foresight, engineers are required to think creatively in order to invent technologies that are durable enough to withstand the rigors of the unique and often treacherous environment of outer space. The innovations that are a result of spaceflight designs can often be applied to life on Earth, particularly in the rural, isolated communities found throughout the world. The NASA Human Health and Performance Center (NHHPC) is a collaborative, virtual forum that connects businesses, non-profit organizations, academia, and government agencies to allow for better distribution of ideas and technology between these entities (http://www.nasa.gov/offices/NHHPC). There are many technologies that have been developed for spaceflight that can be readily applied to rural communities on Earth. For example, water filtration systems designed for spaceflight must be robust and easily repaired; therefore, a system with these qualifications may be used in rural areas on Earth. This particular initiative seeks to connect established, non-profit organizations working in isolated communities throughout the world with NASA technologies devised for spaceflight. These technologies could include water purification systems, solar power generators, or telemedicine techniques. Applying innovative, spaceflight technologies to isolated communities on Earth provides greater benefits from the same research dollars, thus fulfilling the Space Life Science motto at Johnson Space Center: Exploring Space and Enhancing Life. This paper will discuss this NHHPC global outreach initiative and give examples based on the recent work of the organization.

Brinley, Alaina↗

A remote sensing applications update: Results of interviews with Earth Observations Commercialization Program (EOCAP) participants

Earth remote sensing is a uniquely valuable tool for large-scale resource management, a task whose importance will likely increase world-wide through the foreseeable future. NASA research and engineering have virtually created the existing U.S. system, and will continue to push the frontiers, primarily through Earth Observing System (EOS) instruments, research, and data and information systems. It is the researchers' view that the near-term health of remote sensing applications also deserves attention; it seems important not to abandon the system or its clients. The researchers suggest that, like its Landsat predecessor, a successful Earth Observing System program is likely to reinforce pressure to 'manage' natural resources, and consequently, to create more pressure for Earth Observations Commercialization (EOCAP) type applications. The current applications programs, though small, are valuable because of their technical and commercial results, and also because they support a community whose contributions will increase along with our ability to observe the Earth from space.

Mcvey, Sally↗

Using CLIPS to represent knowledge in a VR simulation

Virtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.

Engelberg, Mark L.↗