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At least 127 records · Page 7

Three-Dimensional Effects in the Plate Element Analysis of Stitched Textile Composites

Three-dimensional effects related to the analysis of stitched textile composites are discussed. The method of calculation is based on the virtual crack closure technique (VCCT), and models that model the upper and lower surface of the delamination or debond with two-dimensional (2D) plate elements rather than three-dimensional (3D) solid elements. The major advantages of the plate element modeling technique are a smaller model size and simpler geometric modeling. Details of the modeling of the laminated plate and the stitching are discussed.

Glaessgen, E. H.↗

Effect of Shear Deformation and Continuity on Delamination Modelling with Plate Elements

The effects of several critical assumptions and parameters on the computation of strain energy release rates for delamination and debond configurations modeled with plate elements have been quantified. The method of calculation is based on the virtual crack closure technique (VCCT), and models that model the upper and lower surface of the delamination or debond with two-dimensional (2D) plate elements rather than three-dimensional (3D) solid elements. The major advantages of the plate element modeling technique are a smaller model size and simpler geometric modeling. Specific issues that are discussed include: constraint of translational degrees of freedom, rotational degrees of freedom or both in the neighborhood of the crack tip; element order and assumed shear deformation; and continuity of material properties and section stiffness in the vicinity of the debond front, Where appropriate, the plate element analyses are compared with corresponding two-dimensional plane strain analyses.

Glaessgen, E. H.↗

The CAVE (TM) automatic virtual environment: Characteristics and applications

Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and projection that met the criteria of Showcase.

Kenyon, Robert V.↗

Comparison of full 3-D, thin-film 3-D, and thin-film plate analyses of a postbuckled embedded delamination

Strain-energy release rates are often used to predict when delamination growth will occur in laminates under compression. Because of the inherently high computational cost of performing such analyses, less rigorous analyses such as thin-film plate analysis were used. The assumptions imposed by plate theory restrict the analysis to the calculation of total strain energy, G(sub t). The objective is to determine the accuracy of thin-film plate analysis by comparing the distribution of G(sub t) calculated using fully three dimensional (3D), thin-film 3D, and thin-film plate analyses. Thin-film 3D analysis is the same as thin-film plate analysis, except 3D analysis is used to model the sublaminate. The 3D stress analyses were performed using the finite element program NONLIN3D. The plate analysis results were obtained from published data, which used STAGS. Strain-energy release rates were calculated using variations of the virtual crack closure technique. The results demonstrate that thin-film plate analysis can predict the distribution of G(sub t) quite well, at least for the configurations considered. Also, these results verify the accuracy of the strain-energy release rate procedure for plate analysis.

Whitcomb, John D.↗

The Infrastructure of an Integrated Virtual Reality Environment for International Space Welding Experiment

This study is a continuation of the summer research of 1995 NASA/ASEE Summer Faculty Fellowship Program. This effort is to provide the infrastructure of an integrated Virtual Reality (VR) environment for the International Space Welding Experiment (ISWE) Analytical Tool and Trainer and the Microgravity Science Glovebox (MSG) Analytical Tool study. Due to the unavailability of the MSG CAD files and the 3D-CAD converter, little was done to the MSG study. However, the infrastructure of the integrated VR environment for ISWE is capable of performing the MSG study when the CAD files become available. Two primary goals are established for this research. First, the essential peripheral devices for an integrated VR environment will be studied and developed for the ISWE and MSG studies. Secondly, the training of the flight crew (astronaut) in general orientation, procedures, and location, orientation, and sequencing of the welding samples and tools are built into the VR system for studying the welding process and training the astronaut.

Wang, Peter Hor-Ching↗

Real World Audio

Crystal River Engineering was originally featured in Spinoff 1992 with the Convolvotron, a high speed digital audio processing system that delivers three-dimensional sound over headphones. The Convolvotron was developed for Ames' research on virtual acoustic displays. Crystal River is a now a subsidiary of Aureal Semiconductor, Inc. and they together develop and market the technology, which is a 3-D (three dimensional) audio technology known commercially today as Aureal 3D (A-3D). The technology has been incorporated into video games, surround sound systems, and sound cards.

Source record↗

Mobile Applications and Multi-User Virtual Reality Simulations

This is my third internship with NASA and my second one at the Johnson Space Center. I work within the engineering directorate in ER7 (Software Robotics and Simulations Division) at a graphics lab called IGOAL. We are a very well-rounded lab because we have dedicated software developers and dedicated 3D artist, and when you combine the two, what you get is the ability to create many different things such as interactive simulations, 3D models, animations, and mobile applications.

Gordillo, Orlando Enrique↗

VEVI: A Virtual Reality Tool For Robotic Planetary Explorations

The Virtual Environment Vehicle Interface (VEVI), developed by the NASA Ames Research Center's Intelligent Mechanisms Group, is a modular operator interface for direct teleoperation and supervisory control of robotic vehicles. Virtual environments enable the efficient display and visualization of complex data. This characteristic allows operators to perceive and control complex systems in a natural fashion, utilizing the highly-evolved human sensory system. VEVI utilizes real-time, interactive, 3D graphics and position / orientation sensors to produce a range of interface modalities from the flat panel (windowed or stereoscopic) screen displays to head mounted/head-tracking stereo displays. The interface provides generic video control capability and has been used to control wheeled, legged, air bearing, and underwater vehicles in a variety of different environments. VEVI was designed and implemented to be modular, distributed and easily operated through long-distance communication links, using a communication paradigm called SYNERGY.

Piguet, Laurent↗

Services, Perspective and Directions of the Space Physics Data Facility

The multi-mission data and orbit services of NASA's Space Physics Data Facility (SPDF) project offer unique capabilities supporting science of the Heliophysics Great Observatory and that are highly complementary to other services now evolving in the international heliophysics data environment. The VSPO (Virtual Space Physics Observatory) service is an active portal to a wide rage of distributed data sources. CDAWeb (Coordinated Data Analysis Web) offers plots, listings and file downloads for current data from many missions across the boundaries of missions and instrument types. CDAWeb now includes extensive new data from STEREO and THEMIS, plus new ROCSAT IPEI data, the latest data from all four TIMED instruments and high-resolution data from all DE-2 experiments. SSCWeb, Helioweb and out 3D Animated Orbit Viewer (TIPSOD) provide position data and identification of spacecraft and ground conjunctions. OMNI Web, with its new extension to 1- and 5-minute resolution, provides interplanetary parameters at the Earth's bow shock. SPDF maintains NASA's CDF (Common Data Format) standard and a range of associated tools including format translation services. These capabilities are all now available through web services based APIs, one element in SPDF's ongoing work to enable heliophysics community development of Virtual discipline Observatories (e.g. VITMO). We will demonstrate out latest data and capabilities, review the lessons we continue to learn in what science users need and value in this class of services, and discuss out current thinking to the future role and appropriate focus of the SPDF effort in the evolving and increasingly distributed heliophysics data environment.

McGuire, Robert E.↗

Information Power Grid: Distributed High-Performance Computing and Large-Scale Data Management for Science and Engineering

We use the term "Grid" to refer to distributed, high performance computing and data handling infrastructure that incorporates geographically and organizationally dispersed, heterogeneous resources that are persistent and supported. This infrastructure includes: (1) Tools for constructing collaborative, application oriented Problem Solving Environments / Frameworks (the primary user interfaces for Grids); (2) Programming environments, tools, and services providing various approaches for building applications that use aggregated computing and storage resources, and federated data sources; (3) Comprehensive and consistent set of location independent tools and services for accessing and managing dynamic collections of widely distributed resources: heterogeneous computing systems, storage systems, real-time data sources and instruments, human collaborators, and communications systems; (4) Operational infrastructure including management tools for distributed systems and distributed resources, user services, accounting and auditing, strong and location independent user authentication and authorization, and overall system security services The vision for NASA's Information Power Grid - a computing and data Grid - is that it will provide significant new capabilities to scientists and engineers by facilitating routine construction of information based problem solving environments / frameworks. Such Grids will knit together widely distributed computing, data, instrument, and human resources into just-in-time systems that can address complex and large-scale computing and data analysis problems. Examples of these problems include: (1) Coupled, multidisciplinary simulations too large for single systems (e.g., multi-component NPSS turbomachine simulation); (2) Use of widely distributed, federated data archives (e.g., simultaneous access to metrological, topological, aircraft performance, and flight path scheduling databases supporting a National Air Space Simulation systems}; (3) Coupling large-scale computing and data systems to scientific and engineering instruments (e.g., realtime interaction with experiments through real-time data analysis and interpretation presented to the experimentalist in ways that allow direct interaction with the experiment (instead of just with instrument control); (5) Highly interactive, augmented reality and virtual reality remote collaborations (e.g., Ames / Boeing Remote Help Desk providing field maintenance use of coupled video and NDI to a remote, on-line airframe structures expert who uses this data to index into detailed design databases, and returns 3D internal aircraft geometry to the field); (5) Single computational problems too large for any single system (e.g. the rotocraft reference calculation). Grids also have the potential to provide pools of resources that could be called on in extraordinary / rapid response situations (such as disaster response) because they can provide common interfaces and access mechanisms, standardized management, and uniform user authentication and authorization, for large collections of distributed resources (whether or not they normally function in concert). IPG development and deployment is addressing requirements obtained by analyzing a number of different application areas, in particular from the NASA Aero-Space Technology Enterprise. This analysis has focussed primarily on two types of users: the scientist / design engineer whose primary interest is problem solving (e.g. determining wing aerodynamic characteristics in many different operating environments), and whose primary interface to IPG will be through various sorts of problem solving frameworks. The second type of user is the tool designer: the computational scientists who convert physics and mathematics into code that can simulate the physical world. These are the two primary users of IPG, and they have rather different requirements. The results of the analysis of the needs of these two types of users provides a broad set of requirements that gives rise to a general set of required capabilities. The IPG project is intended to address all of these requirements. In some cases the required computing technology exists, and in some cases it must be researched and developed. The project is using available technology to provide a prototype set of capabilities in a persistent distributed computing testbed. Beyond this, there are required capabilities that are not immediately available, and whose development spans the range from near-term engineering development (one to two years) to much longer term R&D (three to six years). Additional information is contained in the original.

Johnston, William E.↗

Feasibility Study of Distributed Decision-Making on the Edge for Urban Air Mobility

The Concept of Operations for Urban Air Mobility (UAM) put forward by FAA, NASA, and several industry stakeholders acknowledges the diversity and complexity in UAM operations and, thereby, envisions a federated architecture for UAM management. In this architecture, the decision-making is distributed to a set of service providers who collectively manage the shared airspace usage by different stakeholders. This notionally brings autonomy closer to the UAM businesses and encourages to explore the feasibility of decision making on the very edge, which is the topic of the presented research. This paper reports research conducted on the hypothesis based on which the residual compute capability onboard smart unmanned aerial systems (UASs) is utilized to build situational awareness and resolve conflicts by passive and active coordination among multiple UASs, thereby implementing a layer of distributed autonomy in UAM. Key features of the edge-computing approach involve inter-UAS information exchange, independent assessment of own flight and environmental conditions, and estimation of other UASs’ flight preferences, incorporating machine learning techniques in the last two. Parallel computing on portable graphics processing unit (GPU) enables the machine learning workflow on the edge. A custom-built 3D simulator is used to evaluate the efficacy of the distributed decision-making on the edge. Each edge node, representing a smart UAS, connects to the simulator from a remote location and independently controls the behavior of the corresponding virtual asset in the simulator, analogous to participants in an online multi-player game. The presented edge-computing-based distributed decision-making framework is envisioned to pave the way for collective mobility of autonomous air vehicles in the future shared airspace, while allowing the inclusion of the business preferences of the UAS operators within allowed regulatory limits.

Edge computing↗

Feasibility Study of Distributed Decision-Making on the Edge for Urban Air Mobility

The Concept of Operations for Urban Air Mobility (UAM) put forward by FAA, NASA, and several industry stakeholders acknowledges the diversity and complexity in UAM operations and, thereby, envisions a federated architecture for UAM management. In this architecture, the decision-making is distributed to a set of service providers who collectively manage the shared airspace usage by different stakeholders. This notionally brings autonomy closer to the UAM businesses and encourages to explore the feasibility of decision making on the very edge, which is the topic of the presented research. This paper reports research conducted on the hypothesis based on which the residual compute capability onboard smart unmanned aerial systems (UASs) is utilized to build situational awareness and resolve conflicts by passive and active coordination among multiple UASs, thereby implementing a layer of distributed autonomy in UAM. Key features of the edge-computing approach involve inter-UAS information exchange, independent assessment of own flight and environmental conditions, and estimation of other UASs’ flight preferences, incorporating machine learning techniques in the last two. Parallel computing on portable graphics processing unit (GPU) enables the machine learning workflow on the edge. A custom-built 3D simulator is used to evaluate the efficacy of the distributed decision-making on the edge. Each edge node, representing a smart UAS, connects to the simulator from a remote location and independently controls the behavior of the corresponding virtual asset in the simulator, analogous to participants in an online multi-player game. The presented edge-computing-based distributed decision-making framework is envisioned to pave the way for collective mobility of autonomous air vehicles in the future shared airspace, while allowing the inclusion of the business preferences of the UAS operators within allowed regulatory limits.

Edge computing↗

An Ontology-Based Virtual Orrery

Tutorials in this technical memorandum explain how to use the Protégé ontology editor to import data from Excel and export data from Protégé in the JavaScript Object Notation Linked Data (JSON-LD) format then how to transform the JSON-LD file into variables for web apps. These tutorials apply JavaScript and R programming languages and 3D graphics libraries. Ontologies enable standardization, data sharing, and semantic interoperability. An ontology models a domain of knowledge as taxonomies of annotated classes, data properties, relational object properties, and inference rules. This technical memorandum includes a data dictionary for a subset of the Space Situational Awareness Ontology (SSAO).

Ontologies↗

Scientific Uses and Directions of SPDF Data Services

From a science user's perspective, the multi-mission data and orbit services of NASA's Space Physics Data Facility (SPDF) project perform as a working and highly functional heliophysics virtual observatory. CDAWeb enables plots, listings and file downloads for current data across the boundaries of missions and instrument types (and now including data from THEMIS and STEREO), VSPO access to a wide range of distributed data sources. SSCWeb, Helioweb and our 3D Animated Orbit Viewer (TIPSOD) provide position data and query logic for most missions currently-important to heliophysics science. OMNIWeb with its new extension to 1- and 5- minute resolution provides interplanetary parameters at the Earth's bow shock as a unique value-added data product. To enable easier integrated use of our capabilities by developers and by the emerging heliophysics VxOs, our data and services are available through webservices-based APls as well as through our direct user interfaces. SPDF has also now developed draft descriptions of its holdings in SPASE-compliant XML In addition to showcasing recent enhancements to SPDF capabilities, we will use these systems and our experience in developing them: to demonstrate a few typical science use cases; to discuss key scope and design issues among users, service providers and end data providers; and to identify key areas where existing capabilities and effective interface design are still inadequate to meet community needs.

Fung, Shing↗

Design strategies and functionality of the Visual Interface for Virtual Interaction Development (VIVID) tool

Development of interactive virtual environments (VE) has typically consisted of three primary activities: model (object) development, model relationship tree development, and environment behavior definition and coding. The model and relationship tree development activities are accomplished with a variety of well-established graphic library (GL) based programs - most utilizing graphical user interfaces (GUI) with point-and-click interactions. Because of this GUI format, little programming expertise on the part of the developer is necessary to create the 3D graphical models or to establish interrelationships between the models. However, the third VE development activity, environment behavior definition and coding, has generally required the greatest amount of time and programmer expertise. Behaviors, characteristics, and interactions between objects and the user within a VE must be defined via command line C coding prior to rendering the environment scenes. In an effort to simplify this environment behavior definition phase for non-programmers, and to provide easy access to model and tree tools, a graphical interface and development tool has been created. The principal thrust of this research is to effect rapid development and prototyping of virtual environments. This presentation will discuss the 'Visual Interface for Virtual Interaction Development' (VIVID) tool; an X-Windows based system employing drop-down menus for user selection of program access, models, and trees, behavior editing, and code generation. Examples of these selection will be highlighted in this presentation, as will the currently available program interfaces. The functionality of this tool allows non-programming users access to all facets of VE development while providing experienced programmers with a collection of pre-coded behaviors. In conjunction with its existing, interfaces and predefined suite of behaviors, future development plans for VIVID will be described. These include incorporation of dual user virtual environment enhancements, tool expansion, and additional behaviors.

Nguyen, Lac↗

Implementation of Headtracking and 3D Stereo with Unity and VRPN for Computer Simulations

This paper explores low-cost hardware and software methods to provide depth cues traditionally absent in monocular displays. The use of a VRPN server in conjunction with a Microsoft Kinect and/or Nintendo Wiimote to provide head tracking information to a Unity application, and NVIDIA 3D Vision for retinal disparity support, is discussed. Methods are suggested to implement this technology with NASA's EDGE simulation graphics package, along with potential caveats. Finally, future applications of this technology to astronaut crew training, particularly when combined with an omnidirectional treadmill for virtual locomotion and NASA's ARGOS system for reduced gravity simulation, are discussed.

Noyes, Matthew A.↗

Diurnal Variability of Vertical Structure from a TRMM Passive Microwave "Virtual Radar" Retrieval

Robust description of the diurnal cycle from TRMM observations is complicated by the limitations of Low Earth Orbit (LEO) sampling; from a 'climatological' perspective, sufficient sampling must exist to control for both spatial and seasonal variability, before tackling an additional diurnal component (e.g., with 8 additional 3-hourly or 24 1-hourly bins). For documentation of vertical structure, the narrow sample swath of the TRMM Precipitation Radar limits the resolution of any of these components. A neural-network based 'virtual radar" retrieval has been trained and internally validated, using multifrequency / multipolarization passive microwave(TM1) brightness temperatures and textures parameters and lightning (LIS) observations, as inputs, and PR volumetric reflectivity as targets (outputs). By training the algorithms (essentially highly multivariate, nonlinear regressions) on a very large sample of high-quality co-located data from the center of the TRMM swath, 3D radar reflectivity and derived parameters (VIL, IWC, Echo Tops, etc.) can be retrieved across the entire TMI swath, good to 8-9% over the dynamic range of parameters. As a step in the retrieval (and as an output of the process), each TMI multifrequency pixel (at 85 GHz resolution) is classified into one of the 25 archetypal radar profile vertical structure "types", previously identified using cluster analysis. The dynamic range of retrieved vertical structure appears to have higher fidelity than the current (Version 6) experimental GPROF hydrometeor vertical structure retrievals. This is attributable to correct representation of the prior probabilities of vertical structure variability in the neural network training data, unlike the GPROF cloud-resolving model training dataset used in the V6 algorithms. The LIS lightning inputs are supplementary inputs, and a separate offline neural network has been trained to impute (predict) LIS lightning from passive-microwave-only data. The virtual radar retrieval is thus, in principle, extensible to Aqua/AMSR-E and NPOESS/CMIS passive microwave instruments. The virtual radar approach yields a threefold increase in effective sampling from the mission, albeit of lower-quality "retrieved" data, reducing the variance of local estimates by one third (or the standard deviation by-0.57). In this talk, the variance reduction is leveraged to more finely resolve global diurnal variability in both space and time (local hour).

Boccippio, Dennis J.↗

3D Graphics Through the Internet: A "Shoot-Out"

3D graphics through the Internet needs to move beyond the current lowest common denominator of pre-computed movies, which consume bandwidth and are non-interactive. Panelists will demonstrate and compare 3D graphical tools for accessing, analyzing, and collaborating on information through the Internet and World-wide web. The "shoot-out" will illustrate which tools are likely to be the best for the various types of information, including dynamic scientific data, 3-D objects, and virtual environments. The goal of the panel is to encourage more effective use of the Internet by encouraging suppliers and users of information to adopt the next generation of graphical tools.

Watson, Val↗