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At least 127 records · Page 7

Performance Evaluation of Augmented Teleoperation of Contact Manipulation Tasks

At Argonne National Laboratory, an enhanced telerobotic concept has been suggested by providing augmented virtual fixtures for precise and dexterous manipulation. The proposed technology incorporated a human-robot interface that can assist personnel on the processes of Deactivation and Decommissioning in sites of high radiation. It has been implemented on a dual-arm robot system, known as Baxter, by integrating the Robotic Operating System (ROS) with 3D sensors and visual-haptic operator interface. However, what remained before its practical utilization is the capability for precisely placing the virtual fixtures. To this end, the objectives involved camera calibration, which required hardware fabrication and setup, as well as modification and implementation of ROS. The goal of this Research and Development is to develop an augmented-reality- based operator interface for human-inclusive, intelligent, and autonomous robotic system for the Deactivation and Decommissioning (D and D) of radioactive sites. The objectives are to develop: Collaborative Robot; Multi-modal Mixed-Reality Human-Robot Interface; Intelligent and Autonomous Behaviors. In order to achieve this, Baxter's Head-Kinect camera and Left-Hand camera need to be calibrated to overlap the real environment with the simulated environment. Camera calibration, which is crucial for precisely placing the virtual fixtures, was successful after running the simulations. The real and simulated environments overlapped, permitting the utilization of augmented teleoperation and the dexterous manipulation of Baxter for D and D applications in nuclear sites. Future steps: Performance evaluation of augmented teleoperation of contact manipulation tasks: Multiple-Camera 3D Reconstruction and Automation. Oculus Interface: Augmented reality and machine learning for enhanced telerobotic operation (Augmented Tele-autonomy): Machine-learning techniques for complex and flexible autonomous robotic behaviors. Interactive remote operation of robotic systems. Mesh cutting with simulation and real robot.

12 MANAGEMENT OF RADIOACTIVE AND NON-RADIOACTIVE W↗

Human-Robot Interaction

Human-robot interaction (HRI) is a discipline investigating the factors affecting the interactions between humans and robots. It is important to evaluate how the design of interfaces affect the human's ability to perform tasks effectively and efficiently when working with a robot. By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed to appropriately support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for the design of robotic systems. For efficient and effective remote navigation of a rover, a human operator needs to be aware of the robot's environment. However, during teleoperation, operators may get information about the environment only through a robot's front-mounted camera causing a keyhole effect. The keyhole effect reduces situation awareness which may manifest in navigation issues such as higher number of collisions, missing critical aspects of the environment, or reduced speed. One way to compensate for the keyhole effect and the ambiguities operators experience when they teleoperate a robot is adding multiple cameras and including the robot chassis in the camera view. Augmented reality, such as overlays, can also enhance the way a person sees objects in the environment or in camera views by making them more visible. Scenes can be augmented with integrated telemetry, procedures, or map information. Furthermore, the addition of an exocentric (i.e., third-person) field of view from a camera placed in the robot's environment may provide operators with the additional information needed to gain spatial awareness of the robot. Two research studies investigated possible mitigation approaches to address the keyhole effect: 1) combining the inclusion of the robot chassis in the camera view with augmented reality overlays, and 2) modifying the camera frame of reference. The first study investigated the effects of inclusion and exclusion of the robot chassis along with superimposing a simple arrow overlay onto the video feed of operator task performance during teleoperation of a mobile robot in a driving task. In this study, the front half of the robot chassis was made visible through the use of three cameras, two side-facing and one forward-facing. The purpose of the second study was to compare operator performance when teleoperating a robot from an egocentric-only and combined (egocentric plus exocentric camera) view. Camera view parameters that are found to be beneficial in these laboratory experiments can be implemented on NASA rovers and tested in a real-world driving and navigation scenario on-site at the Johnson Space Center.

Sandor, Aniko↗

The Next Wave: Humans, Computers, and Redefining Reality

The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

Extended Reality↗

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Usability Evaluation of a Flight-Deck Airflow Hazard Visualization System

Many aircraft accidents each year are caused by encounters with unseen airflow hazards near the ground, such as vortices, downdrafts, low level wind shear, microbursts, or turbulence from surrounding vegetation or structures near the landing site. These hazards can be dangerous even to airliners; there have been hundreds of fatalities in the United States in the last two decades attributable to airliner encounters with microbursts and low level wind shear alone. However, helicopters are especially vulnerable to airflow hazards because they often have to operate in confined spaces and under operationally stressful conditions (such as emergency search and rescue, military or shipboard operations). Providing helicopter pilots with an augmented-reality display visualizing local airflow hazards may be of significant benefit. However, the form such a visualization might take, and whether it does indeed provide a benefit, had not been studied before our experiment. We recruited experienced military and civilian helicopter pilots for a preliminary usability study to evaluate a prototype augmented-reality visualization system. The study had two goals: first, to assess the efficacy of presenting airflow data in flight; and second, to obtain expert feedback on sample presentations of hazard indicators to refine our design choices. The study addressed the optimal way to provide critical safety information to the pilot, what level of detail to provide, whether to display specific aerodynamic causes or potential effects only, and how to safely and effectively shift the locus of attention during a high-workload task. Three-dimensional visual cues, with varying shape, color, transparency, texture, depth cueing, and use of motion, depicting regions of hazardous airflow, were developed and presented to the pilots. The study results indicated that such a visualization system could be of significant value in improving safety during critical takeoff and landing operations, and also gave clear indications of the best design choices in producing the hazard visual cues.

Aragon, Cecilia R.↗

Visualizing an Exascale Data Center Digital Twin: Considerations, Challenges and Opportunities

Digital twins are an excellent tool to model, visualize, and simulate complex systems, to understand and optimize their operation. In this work, we present the technical challenges of real-time visualization of a digital twin of the Frontier supercomputer.We show the initial prototype and current state of the twin and highlight technical design challenges of visualizing such a large High Performance Computing (HPC) system. The goal is to understand the use of augmented reality as a primary way to extract information and collaborate on digital twins of complex systems. This leverages the spatio-temporal aspect of a 3D representation of a digital twin, with the ability to view historical and real-time telemetry, triggering simulations of a system state and viewing the results, which can be augmented via dashboards for details. Finally, we discuss considerations and opportunities for augmented reality of digital twins of large-scale, parallel computers.

Maiterth, Matthias↗

Time Counts! Some Comments on System Latency in Head-Referenced Displays

System response latency is a prominent characteristic of human-computer interaction. Laggy systems are; however, not simply annoying but substantially reduce user productivity. The impact of latency on head referenced display systems, particularly head-mounted systems, is especially disturbing since not only can it interfere with dynamic registration in augmented reality displays but it also can in some cases indirectly contribute to motion sickness. We will summarize several experiments using standard psychophysical discrimination techniques that suggest what system latencies will be required to achieve perceptual stability for spatially referenced computer-generated imagery. In conclusion I will speculate about other system performance characteristics that I would hope to have for a dream augmented reality system.

human-computer interaction↗

HydrogenAR: Interactive Data-Driven Presentation of Dispenser Reliability: Preprint

When delivering presentations to a co-located audience, we typically use slides with text and 2D graphics to complement the spoken narrative. Though presentations have largely been explored on 2D media, augmented reality (AR) allows presentation designers to add data and augmentations to existing physical infrastructure on display. This could provide a more engaging experience to the audience and support comprehension. With HydrogenAR, we present a novel application that leverages the benefits of data-driven storytelling with those of AR to explain the unique challenges of hydrogen dis- penser reliability. Utilizing physical props, situated data, and virtual augmentations and animations, HydrogenAR serves as a unique presentation tool, particularly critical for stakeholders, tour groups, and VIPs. HydrogenAR is a product of multiple collaborative de- sign iterations with a local Hydrogen Fuel research team and is evaluated through interviews with team members and a user study with end-users to evaluate the usability and quality of the interactive AR experience. Through this work, we provide design considera- tions for AR data-driven presentations and discuss how AR could be used for innovative content delivery beyond traditional slide-based presentations.

augmented reality↗

Augmented and Virtual Reality Navigation for Interventions in the Musculoskeletal System

Purpose of Review: Augmented reality (AR) and virtual reality (VR) are cutting-edge technologies that offer advanced navigational solutions. These systems are just starting to be used in interventional radiology and the literature has been limited to pre-clinical and translational experiments. In this paper, we present a review of AR and VR for musculoskeletal interventions. Recent Findings: Mixed reality systems have evolved from costly research systems to fully commercialized clinical instruments designed to facilitate operators in navigating complex anatomy. Studies within interventional radiology have demonstrated safety, improved accuracy, and decreased exposure to ionizing radiation. Summary: We review the progression of mixed reality systems from their early origins in computer science through their current day surgical applications, with a special focus on landmark studies within radiologic interventions for the musculoskeletal system. We highlight the instrumentation, clinical workflow, benefits and drawbacks, and suggested future directions for the two main AR systems: head-mounted display and image-overlay.

62 RADIOLOGY AND NUCLEAR MEDICINE↗

Use of immersive 3D virtual reality environments in control room validations - 203

Advanced technologies (e.g., virtual and augmented reality) may provide new possibilities to facilitate control room (CR) design and evaluation activities. We studied how immersive 3D environments may augment and advance the evaluation of safety-critical CR systems. The 3D virtual reality (VR) CR was compared with a real-life development simulator environment where hardwired panels were substituted with Virtual panels. A multi-user functionality enables several operators to be and collaborate in the same VR CR environment at the same time. There is also a realistic representation of emergency operating procedures in the VR CR. Spatial audio communication through headsets makes the experience even more realistic. The results section of the paper address both technical and human factors issues associated with the use of immersive 3D VR environments in CR validation tests, e.g.: amount of technical resources required as compared to normal validation in a real-life simulator environment, creation of methodologically new testing opportunities and new opportunities to data registration and analysis. (authors)

47 OTHER INSTRUMENTATION↗

Dual particle imaging: Applications in security and environmental imaging

Radiation imaging detectors have been applied in a variety of fields for detection, localization and characterization of radioactive sources. In this work, we describe a handheld detection system (H2DPI) that can simultaneously image neutrons and gamma rays, and reconstruct the energy spectra of the incident particles. This system was applied to the detection and characterization of a plutonium metal source in experiments performed at the National Criticality Experiments Research Center, where the 4.5 kg plutonium source was placed approximately 60 cm from the H2DPI. Neutron and gamma-ray images were measured that show good agreement with the known location of the source. Furthermore, the H2DPI was also used to measure the neutron spectrum, which shows the expected shape of a Watt fission spectrum, and the gamma-ray energy spectrum, which shows the energies common to plutonium metal. Finally, we describe the application of the H2DPI in augmented reality, whereby real-time neutron and gamma-ray imaging data can be streamed to the Microsoft HoloLens to allow the user to visualize the source locations.

46 INSTRUMENTATION RELATED TO NUCLEAR SCIENCE AND ↗

Situated Visualization of Photovoltaic Module Performance for Workforce Development

The rapid growth of the solar energy industry requires advanced educational tools to train the next generation of engineers and technicians. We present a novel system for situated visualization of photovoltaic (PV) module performance, leveraging a combination of PV simulation, sun-sky position, and head-mounted augmented reality (AR). Our system is guided by four principles of development: simplicity, adaptability, collaboration, and maintainability, realized in six components. Users interactively manipulate a physical module's orientation and shading referents with immediate feedback on the module's performance.

augmented reality↗

Situated Visualization of Photovoltaic Module Performance for Workforce Development: Preprint

The rapid growth of the solar energy industry requires advanced educational tools to train the next generation of engineers and technicians. We present a novel system for situated visualization of photovoltaic (PV) module performance, leveraging a combination of PV simulation, sun-sky position, and head-mounted augmented reality (AR). Our system is guided by four principles of development: simplicity, adaptability, collaboration, and maintainability, realized in six components. Users interactively manipulate a physical module's orientation and shading referents with immediate feedback on the module's performance.

augmented reality↗

Situated Visualization of Photovoltaic Module Performance for Workforce Development

The rapid growth of the solar energy industry requires advanced educational tools to train the next generation of engineers and technicians. We present a novel system for situated visualization of photovoltaic (PV) module performance, leveraging a combination of PV simulation, sun-sky position, and head-mounted augmented reality (AR). Our system is guided by four principles of development: simplicity, adaptability, collaboration, and maintainability, realized in six components. Users interactively manipulate a physical module's orientation and shading referents with immediate feedback on the module's performance.

augmented reality↗

The Evolution of Airport Terminal Wayfinding Technologies

This work was presented during the Transportation Research Board (TRB) and Airport Cooperative Research Program (ACRP) webinar "Enhancing the Airport Experience with Wayfinding" on May 23, 2024. The process of navigating within airports has evolved over the years, with various technologies emerging to complement static signage. Historically, wayfinding began with static signage and airport staff members providing personal guidance, before progressing into digital signs, interactive kiosks, and displays. In recent years, wayfinding has continued along its digital path using mobile applications, indoor positioning technology, and even robot guides. With ever- larger airport facilities and a growing number of travelers, the future of wayfinding will likely be heavily linked to further digital developments such as facial recognition, augmented-reality technology, and autonomous vehicle navigation. This presentation delves into the history of interior wayfinding in airports, its present state, and the anticipated future. Key wayfinding technologies are discussed with an emphasis on emerging smartphone applications. Other considerations such as legal issues, language barriers, and human-technology interactions are included. A wayfinding framework is proposed, with static wayfinding technologies serving as the base upon which dynamic and personalized digital technologies are built. In this framework, electronic wayfinding technologies do not replace - but rather augment - traditional methods. These technologies can be integrated into existing wayfinding systems for a seamless traveler experience.

airport↗

The Evolution of Wayfinding Within Airports

The process of navigating within airports has evolved over the years, with various technologies emerging to complement static signage. Historically, wayfinding began with static signage and airport staff members providing personal guidance, before progressing into digital signs, interactive kiosks, and displays. In recent years, wayfinding has continued along its digital path using mobile applications, indoor positioning technology, and even robot guides. With ever- larger airport facilities and a growing number of travelers, the future of wayfinding will likely be heavily linked to further digital developments such as facial recognition, augmented-reality technology, and autonomous vehicle navigation. This report delves into the history of interior wayfinding in airports, its present state, and the anticipated future. Key wayfinding technologies are discussed in detail, with an emphasis on emerging smartphone applications. Other considerations such as traveler stress, legal issues, pandemic safety, and language barriers are included. A wayfinding framework is proposed, with static wayfinding technologies serving as the base upon which dynamic and personalized digital technologies are built. In this framework, electronic wayfinding technologies do not replace - but rather augment - traditional methods. These technologies can be integrated into existing wayfinding systems for a seamless traveler experience.

ADVANCED PROPULSION SYSTEMS↗

Object and Facial Recognition in Augmented and Virtual Reality: Investigation into Software, Hardware and Potential Uses

As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.

object recognition↗

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↗