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124 records · Page 7

Crew Medical Training to Progressively Enable EIMO

Background. Onboard medical capabilities have greatly expanded over the history of the US space program. Newly identified space-related medical conditions, technological advances, and longer mission durations have led to an increasing need for on-demand medical expertise. Lengthy communications delays, lack of resupply and evacuation opportunities on exploration-class missions place an ever-increasing burden on the crew to provide medical care. Having adequate knowledge, skills, and abilities (KSA) available is an essential component of successful Earth Independent Medical Operations (EIMO). Without appropriate crew training and KSA, cutting-edge medical equipment has little value. Presumably, the crew will include a qualified physician; however, if the physician is incapacitated, a non-physician crew medical officer (CMO) will be needed. While more crew time is needed for medical training, there will be concomitant increases in preflight training demands for vehicle system management, operations, science, and contingencies. In truly independent operations, onboard resources such as just-in-time training, mixed reality, decision support tools, and AI-enabled chatbot “consultants” will be needed to augment KSA. Overview. Because of crew time constraints, topical priorities must be determined for preflight training. Curricula should be developed that emphasize management of conditions with relatively high incidence and morbidity/mortality. Defining the required KSA levels to treat each condition is essential, but all crewmembers should have basic lifesaving skills. Procedural and diagnostic training on live patients and simulators should be prioritized over classroom lectures. Crews must be trained with onboard equipment, resources, mixed reality, and AI-based decision support tools. Mission simulations should include medical problems with/without ground support and with appropriate communication delays. Certification guidelines for each level of KSA must be established. Skills rapidly decay for non-physician CMO’s; both pre-flight and in-flight refresher training will be needed. During spaceflight just-in-time training, simulations, and onboard CME with crew physician can help retain skills. Discussion. Medical technology, simulation design, mixed reality, and AI are advancing at a dizzying rate. Recognizing the severe constraints on crew time, it is critical that astronaut training is highly efficient and adapted to keep pace with new innovations both pre-flight and during exploration missions. These challenges will be discussed during this panel session.

Jay Lemery↗

Effects of Multisensory Virtual Reality Nature on Affect, Presence, and Restorativeness

Virtual reality (VR) can provide access to restorative environments and sensory stimulation for individuals in isolated, confined, and extreme environments. We developed a nature-based VR intervention featuring three scenes (Garden, Forest, Beach) and examined the effects of multisensory augmentation with location-based olfactory, wind, and thermal stimuli (VR+OWT). Over a two-week period, fifty-one participants were assigned to a no-intervention control, standard audiovisual VR, or augmented VR (VR+OWT) condition. Data collection included weekly assessments of affect, stress, and cognitive performance; post-VR measures of affect, presence, and perceived restorativeness; and open-ended feedback. Both VR and VR+OWT groups produced immediate and sustained reductions in negative affect with no sustained systematic benefits on cognitive performance. The addition of olfactory, wind, and thermal stimuli enhanced presence for some scenes; however, feedback indicated that sensory mismatches and stimulus intensity occasionally detracted from the experience and may have contributed to lower coherence ratings in the VR+OWT group. In contrast, the perceived restorativeness of the VR environment was driven primarily by scene content (Garden vs Forest vs Beach) rather than the level of sensory stimulation. These findings support the potential of virtual nature to promote well-being and underscore the importance of coherence across sensory modalities for multisensory augmentation.

Virtual Reality Intervention↗

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.↗

A Virtual Reality Planning Environment for High-Risk, High-Latency Teleoperation

Teleoperation of robots in space is challenging due to high latency and limited workspace visibility. Previously, the Interactive Planning and Supervised Execution (IPSE) and Augmented Virtuality systems were developed to reduce failure risk. These tools were visualized on a 3D da Vinci surgical console and operated using the da Vinci manipulators or visualized on conventional monitors and operated with a keyboard and mouse. Experimental studies indicated operator preference for the latter. In this work, we develop a 3D virtual reality (VR) interface for IPSE, implemented on a Meta Quest 2 head-mounted display (HMD), and evaluate it against the prior 2D, keyboard-and-mouse-based interface. The results demonstrate improved operator load with the 3D VR interface, with no decrease in task performance, while also providing cost and portability benefits compared to the conventional 2D interface.

Will Pryor↗

NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

Delgado, Francisco J.↗

Applied virtual reality at the Research Triangle Institute

Virtual Reality (VR) is a way for humans to use computers in visualizing, manipulating and interacting with large geometric data bases. This paper describes a VR infrastructure and its application to marketing, modeling, architectural walk through, and training problems. VR integration techniques used in these applications are based on a uniform approach which promotes portability and reusability of developed modules. For each problem, a 3D object data base is created using data captured by hand or electronically. The object's realism is enhanced through either procedural or photo textures. The virtual environment is created and populated with the data base using software tools which also support interactions with and immersivity in the environment. These capabilities are augmented by other sensory channels such as voice recognition, 3D sound, and tracking. Four applications are presented: a virtual furniture showroom, virtual reality models of the North Carolina Global TransPark, a walk through the Dresden Fraunenkirche, and the maintenance training simulator for the National Guard.

Montoya, R. Jorge↗

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↗

Fusion interfaces for tactical environments: An application of virtual reality technology

The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

Haas, Michael W.↗

A Flight Training Simulator for Instructing the Helicopter Autorotation Maneuver (Enhanced Version)

Autorotation is a maneuver that permits a safe helicopter landing when the engine loses power. A catastrophe may occur if the pilot's control inputs are incorrect, insufficient, excessive, or poorly timed. Due to the danger involved, full-touchdown autorotations are very rarely practiced. Because in-flight autorotation training is risky, time-consuming, and expensive, the objective of the project was to develop the first helicopter flight simulator expressly designed to train students in this critical maneuver. A central feature of the project was the inclusion of an enhanced version of the Pilot-Rotorcraft Intelligent Symbology Management Simulator (PRISMS), a virtual-reality system developed by Anacapa Sciences and Thought Wave. A task analysis was performed to identify the procedural steps in the autorotation, to inventory the information needed to support student task performance, to identify typical errors, and to structure the simulator's practice environment. The system provides immediate knowledge of results, extensive practice of perceptual-motor skills, part-task training, and augmented cueing in a realistic cockpit environment. Additional work, described in this report, extended the capabilities of the simulator in three areas: 1. Incorporation of visual training aids to assist the student in learning the proper appearance of the visual scene when the maneuver is being properly performed; 2. Introduction of the requirement to land at a particular spot, as opposed to the wide, flat open field initially used, and development of appropriate metrics of success; and 3. Inclusion of wind speed and wind direction settings (and random variability settings) to add a more realistic challenge in "hitting the spot."

Rogers, Steven P.↗

Strategies for Identifying Resilient Behavior In Aviation

When we imagine a situation where people fly aircraft and nothing scary happens, we assume it is the system that affords this phenomenon. That is, the overall design is the cause of the success. However, this is not always true. There are many examples of how the presence of a human in the system is the reason for a successful outcome, despite flaws in the system’s design. This resilient behavior is often overlooked and challenging to characterize. In an attempt to identify this phenomenon in a generalizable way, we named and investigated two strategies, as well as identification methods, that exemplify resilient performance: 1) controls; and 2) modifications. First, controls are resilient actions in situations known to be problematic. To capture this, instead of looking at the examples of how the problem became a reality, we look at the examples of how the problem was successfully avoided or controlled. For example, a country road may have a hairpin turn where a higher-than-normal rate of accidents occur. Given that there is a likely system flaw identified, we would look at how the successful drivers navigated the turn. This can be accomplished using current safety reporting systems. Second, modifications are augmentations or changes that people create to fill in the gap between work-as-imagined and work-as-done. This type of resilient performance is directly related to poor design. In aviation, work-as-imagined is often scripted explicitly, so it can be compared to work-as-done through the use of examining system-generated data as well as narrative reports written by the system operators. These two approaches aim to identify resilient human actions to better understand how current systems function, as well as how people contribute to successes that were otherwise unknown.

human factors↗

Methodologies for Verification and Validation of Space Launch System (SLS) Structural Dynamic Models

Responses to challenges associated with verification and validation (V&V) of Space Launch System (SLS) structural dynamics models are presented in this paper. Four methodologies addressing specific requirements for V&V are discussed. (1) Residual Mode Augmentation (RMA), which has gained acceptance by various principals in the NASA community, defines efficient and accurate FEM modal sensitivity models that are useful in test-analysis correlation and reconciliation and parametric uncertainty studies. (2) Modified Guyan Reduction (MGR) and Harmonic Reduction (HR, introduced in 1976), developed to remedy difficulties encountered with the widely used Classical Guyan Reduction (CGR) method, are presented. MGR and HR are particularly relevant for estimation of "body dominant" target modes of shell-type SLS assemblies that have numerous "body", "breathing" and local component constituents. Realities associated with configuration features and "imperfections" cause "body" and "breathing" mode characteristics to mix resulting in a lack of clarity in the understanding and correlation of FEM- and test-derived modal data. (3) Mode Consolidation (MC) is a newly introduced procedure designed to effectively "de-feature" FEM and experimental modes of detailed structural shell assemblies for unambiguous estimation of "body" dominant target modes. Finally, (4) Experimental Mode Verification (EMV) is a procedure that addresses ambiguities associated with experimental modal analysis of complex structural systems. Specifically, EMV directly separates well-defined modal data from spurious and poorly excited modal data employing newly introduced graphical and coherence metrics.

Coppolino, Robert N.↗

Bringing Planetary Science Mission Outreach to the Deaf and Blind Communities

Introduction: Technology for enhancing outreach, like 3D printing, and science communication products, such as videos and podcasts, can be utilized within the planetary science community, especially for the engagement and excitement of current or upcoming planetary exploration missions. However, these communication products can also be further enhanced for the benefit of the blind and deaf communities. While such products may already be readily available, such projects are not easily accessible to blind and/or deaf certified educators, which often rely on making their own resources or do not have the funds to provide such resources (e.g., cost of 3D printers or cost of braille books). The planetary science community can have better practices to reach these broader audiences. Best practices can include transcripts from podcasts, transcripts in videos, and large-font captions. Images on websites and social media accounts should also include alt-text descriptive captions. 3D printing can also enhance planetary science for the blind community, through tactile posters, maps, and pamphlets. Planetary data can also be augmented by providing different tactile geological maps (e.g., topography or various datasets), and audio-visual videos freely available for educators. Visual Engagement: Visual engagement consists of several avenues to consider, the three main themes includes: 1) swag; 2) videos; 3) interactive exploration. Swag can include the fun visual take-home materials, such as stickers, posters, bookmarks, etc. Videos can include educational-specific videos (available freely via YouTube or by other educational-specific streaming avenues, such as Nebula or Curiosity Stream), provided they have Closed Captioning (CC). The use of QR codes to such videos or websites can also benefit to being added on swag. Interactive exploration can also be sub-divided by different types of engagement. A popular and still fairly new technology for public engagement is the use of virtual reality (VR). While this has been mainly for martian and lunar surface exploration [1], the deaf communities can benefit from VR through a more extensive look at our solar system and beyond (for example, a VR experience of the flight path, or visual map of the heliosphere/dynamics of our Sun). Audio Engagement: Audio tools can also be a useful avenue of communication, especially for the blind communities. Audio archiving can certainly be transcripts from the video engagements, but also the use of podcasts can also be a benefit. Podcasting can take on two forms: 1) interview engagement; and 2) update engagement. For interviews, scientists can communicate with STEM-specific podcast platforms to make other listener-bases aware of what is going on with a specific mission. For update-type communication, missions may opt to have an archived podcast of news, updates, and the teams involved. The most important aspect of such podcasts would be for the need of complimentary transcripts (including descriptive transcripts if sounds are included), and the limited use of jargon. Research Engagement: There have been several examples of involving the blind and low-vision communities in citizen science, such as through the NASA Heliophysics division. Examples include the NASA PUNCH (Polarimeter to Unify the Corona and Heliosphere) mission led by the Southwest Research Institute [2], which include blind and visually-impaired citizens to assist in the Sun’s coronal rhythms.” Another example is the Eclipse Soundscapes: Citizen Science Project (ES:CSP), which documents observations of acoustical changes of nature and ecosystems during solar eclipse events [3]. Inclusivity: A major theme that is necessary for public engagement is inclusivity and the awareness of reaching broader audiences. Outreach to include hearing/seeing impaired communities are still lacking in the sciences. There are several opportunities that the planetary sciences could take. Other projects that have emerged from the space sciences include adding transcripts to visual engagement [4], and the use of 3D printing for the visually-impaired [5]. References: [1] Olgin, J. (2020) 51st LPSC, Abstract 2137. [2] https://scitechdaily.com/outreach-for-nasa-punch-mission-embraces-ancient-and-modern-sun-watching-theme/ [3] https://science.nasa.gov/science-activation-team/eclipse-soundscapes [4] NASA International Observe the Moon Night (Blind and Deaf Accessible), Youtube Video ( https://www.youtube.com/watch?v=neHCfg0S3-Q) [5] Richardson, J., et al. (2018) AGU Fall Meeting, Abstract ED23F-0963.

C J Ahrens↗

Validation of Multisystem Countermeasures Protocol for Spaceflight during Antarctica Winter-over at Palmer Station (Palmer Countermeasures)

Stressors associated with spaceflight induce persistent immune compromise in astronauts which increase subclinical latent virus reactivation. In select crews, adverse clinical events have been documented. Antarctica winter-over (AWO) mission most closely reproduces these mission stressors: prolonged deployment, extreme environment, circadian misalignment, isolation, station lifestyle, and personal risk. The US maintains three primary stations in Antarctica: South Pole Station, McMurdo, and Palmer. Previous studies suggest that stations located near the interior of Antarctica (South Pole, McMurdo) have confounding effects on the immune system due to persistent hypobaric hypoxia. We hypothesized that winter-over at a coastal station (Palmer) would be more akin to spaceflight due to its normoxic but still extreme environment. Therefore, AWO at Palmer Station was selected, and validated in a pilot study [2], as the platform for testing and validating the effectiveness of an immune-restorative countermeasure protocol designed for deep space missions. Specifics include diet modifications, nutritional supplementation (vitamin D, probiotic, etc.), prescribed aerobic and resistive exercise, and a protocol of stress relieving virtual reality exercises. A multitude of biological sample types, including blood, saliva, and hair will be collected in tandem with the countermeasures in order to examine the combined effectiveness of the countermeasures. Samples and logs from subjects will be transported from Palmer Station to Johnson Space Center for further processing and distribution to co-investigators at the end of each winter-over. Extracted samples will be analyzed by appropriate testing platforms (Multiplex, qPCR, ELISA, etc.) to monitor alterations in leukocyte distribution, T cell and NK function, cytokine profiles, reactivation of latent herpesviruses, and nutritional factors. The data collected will be compared to a control year in which no countermeasures were deployed to evaluate the overall effectiveness of the analog and to validate the candidate immune countermeasure strategy. AWO 2023 concluded with the 4th in-mission timepoint conducted in September 2023. Samples for 16 subjects, including blood, saliva, hair, surveys, and PCR data, were all successfully returned from Antarctica to NASA/JSC mid-November 2023. Samples have since been distributed to co-investigators for further processing and analysis. With the completion of the first countermeasure year, preliminary data on the effectiveness of the deep-space protocol is being evaluated, however, no conclusions can be drawn yet until the completion of the second AWO countermeasure year, AWO 2024. AWO 2024 commenced in late-March 2024, with 13 subjects consenting and performing their baseline data collections (BDCs). Unique to the 2024 deployment, NSF lifted certain COVID restrictions and rallied the crewmembers in Punta Arenas, Chile. All NSF activities were transferred to this location and NASA was allowed, for the first time, to perform consent briefings, baseline samplings and training in person. This augment greatly increased the likelihood of success for the overwinter activities.

Cody L Gutierrez↗

Validation of Multisystem Countermeasures Protocol for Spaceflight during Antarctica Winter-over at Palmer Station (Palmer Countermeasures)

Stressors associated with spaceflight induce persistent immune compromise in astronauts which increase subclinical latent virus reactivation. In select crews, adverse clinical events have been documented. Antarctica winter-over (AWO) mission most closely reproduces these mission stressors: prolonged deployment, extreme environment, circadian misalignment, isolation, station lifestyle, and personal risk. The US maintains three primary stations in Antarctica: South Pole Station, McMurdo, and Palmer. Previous studies suggest that stations located near the interior of Antarctica (South Pole, McMurdo) have confounding effects on the immune system due to persistent hypobaric hypoxia. We hypothesized that winter-over at a coastal station (Palmer) would be more akin to spaceflight due to its normoxic but still extreme environment. Therefore, AWO at Palmer Station was selected, and validated in a pilot study, as the platform for testing and validating the effectiveness of an immune-restorative countermeasure protocol designed for deep space missions. Specifics include diet modifications, nutritional supplementation (vitamin D, probiotic, etc.), prescribed aerobic and resistive exercise, and a protocol of stress relieving virtual reality exercises. A multitude of biological sample types, including blood, saliva, and hair will be collected in tandem with the countermeasures in order to examine the combined effectiveness of the countermeasures. Samples and logs from subjects will be transported from Palmer Station to Johnson Space Center for further processing and distribution to co-investigators at the end of each winter-over. Extracted samples will be analyzed by appropriate testing platforms (Multiplex, qPCR, ELISA, etc.) to monitor alterations in leukocyte distribution, T cell and NK function, cytokine profiles, reactivation of latent herpesviruses, and nutritional factors. The data collected will be compared to a control year in which no countermeasures were deployed to evaluate the overall effectiveness of the analog and to validate the candidate immune countermeasure strategy. AWO 2023 concluded with the 4th in-mission timepoint conducted in September 2023. Samples for 16 subjects, including blood, saliva, hair, surveys, and PCR data, were all successfully returned from Antarctica to NASA/JSC mid-November 2023. Samples have since been distributed to co-investigators for further processing and analysis. With the completion of the first countermeasure year, preliminary data on the effectiveness of the deep-space protocol is being evaluated, however, no conclusions can be drawn yet until the completion of the second AWO countermeasure year, AWO 2024. AWO 2024 commenced in late-March 2024, with 13 subjects consenting and performing their baseline data collections (BDCs). Unique to the 2024 deployment, NSF lifted certain COVID restrictions and rallied the crewmembers in Punta Arenas, Chile. All NSF activities were transferred to this location and NASA was allowed, for the first time, to perform consent briefings, baseline samplings and training in person. This augment greatly increased the likelihood of success for the overwinter activities.

Cody L Gutierrez↗

The Gandalf Staff: A Mobile Tool for Lunar Exploration (2nd year of development)

The Gandalf Staff is a mobile tool designed to be a flexible device supporting crewed and uncrewed operations on the lunar surface. The core of the device is a 24v battery with communications and data storage systems. Initial optional components supporting crewed Extra-Vehicular Activity (EVA) include a LiDAR and 360˚ camera. These provide 3D mapping of the traverse for documentation, and to aid future planning. The mapping also creates outreach opportunities for the public to “stand beside” the astronaut in Virtual Reality (VR). The staff provides external lighting for field site illumination in the south polar region low sun angle environment. Navigation instruments for crew position determination with Lunar Search and Rescue (LunaSAR) are also included. The staff itself can be used as a walking aid or as a splint for Incapacitated Crew Rescue (ICR). As a stand-alone device, the staff operates as a long duration untended science platform collecting environmental data and sending it to a lunar base station. The stand-alone mode requires connection to an auxiliary power source (e.g. solar array) and energy storage system (e.g. battery), so it could become an electrical recharging station. To make rapid progress in the 1st year, and also to demonstrate innovative project management techniques, NASA guided a private industry partner, T STAR, in leading Capstone Engineering student teams at Texas A&M University (TAMU) for proof-of-concept development and testing. These teams developed the power system and demonstrated successful integration of LiDAR, WiFi communications, and external lighting subsystems. Another industry team at Jacobs Technology prototyped a tripod to hold the staff upright. For the 2nd year (FY’22), NASA will again collaborate with partners to prototype enhanced power and lighting concepts. Year 2 will also add new capability for LunaSAR and geophysical science instrumentation using a heat probe. The heat probe is based upon Apollo heritage but modified to measure subsurface volatile ice regimes at the Artemis landing site. Components of the Gandalf Staff can be developed, tested, and deployed independently, or on the integrated staff, rovers, or utility trailers. The project supports crew safety, lunar sample curation, mission science, and public outreach goals of NASA. PLAIN TEST SUMMARY: Gandalf Staff is a 24v battery powered mobile tool for the lunar surface supporting crewed geologic field site exploration, or as a stand-alone science platform. As a tool assisting astronauts conducting field geology, the Gandalf Staff provides external lighting to illuminate shadowed regions on the surface. It also documents the process of collecting rocks and dust samples using a LiDAR (laser range instrument) and cameras. The staff provides a beacon for emergency location of astronauts and augments communications when the astronauts are blocked by large boulders. As a standalone science platform, the Gandalf Staff provides a power system for instruments and sensors to measure the lunar environment over long periods of time. The staff gathers data and sends the results to a lunar base station for analysis.

External Lighting↗

From Simulation to Reality With Random Noise

The challenging environment of autonomous vehicle (AV) navigation necessitates certain functions be performed by deep neural networks. Optimizing these models involves collecting vast quantities of domain-specific training data and ensuring that the dataset is representative of expected conditions. High-fidelity simulation plays a vital role in making this process feasible, allowing a wide range of scenarios to be explored at low cost. However, learning from simulation introduces subtle biases into models, which can degrade real-world performance in unpredictable ways. This effect can be mitigated with learning schemes specialized to bridge distributional shifts (transfer learning). Given the complex nature of these methods, the underlying models, and their environments, meaningfully evaluating performance is notstraight forward. Many unrelated factors can effect an improvement in generalization accuracy, but a full ablation analysis is often difficult. To tease out signal from noise, it is necessary to understand how transfer learning performance is affected by noise itself. The goals of this paper are (i) to establish a domain randomization baseline for a simple classification transfer learning task and (ii) to validate the RRAV testbed as a platform for further research in sim-to-real learning. We generate imagery from a simulation of NASA Ames Research Center and train a small convolutional neural network (ConvNet) to classify position relative to a centerline. Further models are trained with different types of noise progressively added to the data. The models are deployed aboard the on-site test vehicle to test real-world performance. In our experiments, we find that such naive domain randomization raises sim-to-real accuracy from 64% to 79%, while training directly on real data yields an 89% accuracy ceiling. These results suggest that the isolated mechanism of domain randomization can significantly improve generalization.

simulation↗