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At least 127 records · Page 7

Static and Motion-Based Visual Features Used by Airport Tower Controllers: Some Implications for the Design of Remote or Virtual Towers

Visual motion and other visual cues are used by tower controllers to provide important support for their control tasks at and near airports. These cues are particularly important for anticipated separation. Some of them, which we call visual features, have been identified from structured interviews and discussions with 24 active air traffic controllers or supervisors. The visual information that these features provide has been analyzed with respect to possible ways it could be presented at a remote tower that does not allow a direct view of the airport. Two types of remote towers are possible. One could be based on a plan-view, map-like computer-generated display of the airport and its immediate surroundings. An alternative would present a composite perspective view of the airport and its surroundings, possibly provided by an array of radially mounted cameras positioned at the airport in lieu of a tower. An initial more detailed analyses of one of the specific landing cues identified by the controllers, landing deceleration, is provided as a basis for evaluating how controllers might detect and use it. Understanding other such cues will help identify the information that may be degraded or lost in a remote or virtual tower not located at the airport. Some initial suggestions how some of the lost visual information may be presented in displays are mentioned. Many of the cues considered involve visual motion, though some important static cues are also discussed.

Ellis, Stephen R.

Visual display aid for orbital maneuvering - Design considerations

This paper describes the development of an interactive proximity operations planning system that allows on-site planning of fuel-efficient multiburn maneuvers in a potential multispacecraft environment. Although this display system most directly assists planning by providing visual feedback to aid visualization of the trajectories and constraints, its most significant features include: (1) the use of an 'inverse dynamics' algorithm that removes control nonlinearities facing the operator, and (2) a trajectory planning technique that separates, through a 'geometric spreadsheet', the normally coupled complex problems of planning orbital maneuvers and allows solution by an iterative sequence of simple independent actions. The visual feedback of trajectory shapes and operational constraints, provided by user-transparent and continuously active background computations, allows the operator to make fast, iterative design changes that rapidly converge to fuel-efficient solutions. The planning tool provides an example of operator-assisted optimization of nonlinear cost functions.

Grunwald, Arthur J.

Development of a flow visualization apparatus

The use of an optical flow visualization device for studying convection flow patterns was investigated. The investigation considered use of a shadowgraph, schlieren and other means for visualizing the flow. A laboratory model was set up to provide data on the proper optics and photography procedures to best visualize the flow. A preliminary design of a flow visualization system is provided as a result of the study. Recommendations are given for a flight test program utilizing the flow visualization apparatus.

Spradley, L. W.

Evaluation of force-torque displays for use with space station telerobotic activities

Recent experiments which addressed Space Station remote manipulation tasks found that tactile force feedback (reflecting forces and torques encountered at the end-effector through the manipulator hand controller) does not improve performance significantly. Subjective response from astronaut and non-astronaut test subjects indicated that force information, provided visually, could be useful. No research exists which specifically investigates methods of presenting force-torque information visually. This experiment was designed to evaluate seven different visual force-torque displays which were found in an informal telephone survey. The displays were prototyped in the HyperCard programming environment. In a within-subjects experiment, 14 subjects nullified forces and torques presented statically, using response buttons located at the bottom of the screen. Dependent measures included questionnaire data, errors, and response time. Subjective data generally demonstrate that subjects rated variations of pseudo-perspective displays consistently better than bar graph and digital displays. Subjects commented that the bar graph and digital displays could be used, but were not compatible with using hand controllers. Quantitative data show similar trends to the subjective data, except that the bar graph and digital displays both provided good performance, perhaps do to the mapping of response buttons to display elements. Results indicate that for this set of displays, the pseudo-perspective displays generally represent a more intuitive format for presenting force-torque information.

Hendrich, Robert C.

Interactive access and management for four-dimensional environmental data sets using McIDAS

Significant accomplishments in the following areas are presented: (1) enhancements to the visualization of 5-D data sets (VIS-5D); (2) development of the visualization of global images (VIS-GI) application; (3) design of the Visualization for Algorithm Development (VIS-AD) System; and (4) numerical modeling applications. The focus of current research and future research plans is presented and the following topics are addressed: (1) further enhancements to VIS-5D; (2) generalization and enhancement of the VIS-GI application; (3) the implementation of the VIS-AD System; and (4) plans for modeling applications.

Hibbard, William L.

Flow Visualization Proposed for Vacuum Cleaner Nozzle Designs

In 1995, the NASA Lewis Research Center and the Kirby Company (a major vacuum cleaner company) began negotiations for a Space Act Agreement to conduct research, technology development, and testing involving the flow behavior of airborne particulate flow behavior. Through these research efforts, we hope to identify ways to improve suction, flow rate, and surface agitation characteristics of nozzles used in vacuum cleaner nozzles. We plan to apply an advanced visualization technology, known as Stereoscopic Imaging Velocimetry (SIV), to a Kirby G-4 vacuum cleaner. Resultant data will be analyzed with a high-speed digital motion analysis system. We also plan to evaluate alternative vacuum cleaner nozzle designs. The overall goal of this project is to quantify both velocity fields and particle trajectories throughout the vacuum cleaner nozzle to optimize its "cleanability"--its ability to disturb and remove embedded dirt and other particulates from carpeting or hard surfaces. Reference

Source record

Design of a video system providing optimal visual information for controlling payload and experiment operations with television

A program was conducted which included the design of a set of simplified simulation tasks, design of apparatus and breadboard TV equipment for task performance, and the implementation of a number of simulation tests. Performance measurements were made under controlled conditions and the results analyzed to permit evaluation of the relative merits (effectivity) of various TV systems. Burden factors were subsequently generated for each TV system to permit tradeoff evaluation of system characteristics against performance. For the general remote operation mission, the 2-view system is recommended. This system is characterized and the corresponding equipment specifications were generated.

Source record

Generator of droplet tracers for holographic flow visualization in water tunnels

Design of a tracer-particle generator for use in holographic flow visualization of complex flow fields is discussed. Desired characteristics of the tracer particles, including a size range of 20 to 200 microns, a spherical shape to facilitate focusing of holograms, and a fluid density near that of ambient particles, are reviewed; a particle injection rate of 100 to 1000 per sec in water tunnels with flow velocities between one and 10 meters per sec is also desirable. The operation of the particle generator, which produces uniform droplets with the specified optical properties, is described.

Charwat, A. F.

Internship in Augmented and Virtual Reality - Rapid Model Import Tool

The integration of virtual and augmented reality, sometimes called mixed reality, is an emerging technology which will likely skyrocket overnight much in the way smartphones did a decade ago. Kennedy Space Center's Augmented and Virtual Reality (AVR) Lab is developing a Rapid Model Import Tool (RMIT) to create a quick and efficient way to bring NASA's complex engineering 3D models into virtual and augmented environments. The long-term objective is to create a tool that will ultimately benefit KSC engineers. Its various uses within NASA can potentially span from astronaut training, to marketing, to public outreach, to name a few. Unity is a prolific cross-platform game engine that allows users to build high quality 2D and 3D games for desktop, mobile, web, and game console platforms. It is perhaps also the most widely used software for virtual reality game development. At the AVR lab, we are looking at alternative uses of Unity to build tools for NASA engineers to perform design, development, testing, and training on spacecraft, rocket delivery systems, ground support equipment, and facilities at KSC. As an intern for the RMIT project, I am charged with the task of performing research on Unity-compatible file types to develop an efficient, affordable, preservative process to bring models from CATIA 3D engineering software into the Unity environment. With a tool called the NASA Enterprise Visualization Application (NEVA), developed by the Boeing Design Visualization group at KSC, we are able to easily convert CATIA's design models to. DAE (also known as COLLADA) and .OBJ file formats. I first reduce the polygon count of the model within CATIA itself, make any necessary tweaks to reduce the model further, and then export using NEVA. The .OBJ or. DAE files that I am left with are then converted by another intern to a Unity-compatible file format using a custom Python script. I have generated extensive documentation of this process in a NEVA User Guide. By the end of this semester, we will have built a solid framework for RMIT based on a thorough understanding of virtual reality specifications and file requirements, allowing future software development teams to go forward with development on the custom tool.

Leap Motion

Preliminary design of an intermittent smoke flow visualization system

A prototype intermittent smoke flow visualization system for studying the flowfield of an aircraft in flight has been constructed and demonstrated. It provides discrete pulses of dense white smoke suitable for video imaging to determine the unsteady vortex core trajectory of fluid elements in a high angle-of-attack flowfield. Two methods of pulsing the smoke were initially investigated: (1) periodically diverting the smoke between two exit ports and (2) completely blocking the smoke flow for short times. System dynamics have been modeled mathematically, data have been collected in a wind tunnel with blockage times up to 80 milliseconds, and the prototype is currently being flown on a general aviation airplane to collect three-dimensional video data. Three different plenum chamber sizes are available. Data collected so far are consistent and repeatable, though care must be taken to provide adequate contrast levels for accurate video resolution. Camera frame rates of at least 180 frames/second and wide angle lenses for the video cameras are needed to acquire meaningful vortex core velocities and accelerations for the general aviation test aircraft installation.

Ward, D. T.

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

A Framework for the Design of Effective Graphics for Scientific Visualization

This proposal presents a visualization framework, based on a data model, that supports the production of effective graphics for scientific visualization. Visual representations are effective only if they augment comprehension of the increasing amounts of data being generated by modern computer simulations. These representations are created by taking into account the goals and capabilities of the scientist, the type of data to be displayed, and software and hardware considerations. This framework is embodied in an assistant-based visualization system to guide the scientist in the visualization process. This will improve the quality of the visualizations and decrease the time the scientist is required to spend in generating the visualizations. I intend to prove that such a framework will create a more productive environment for tile analysis and interpretation of large, complex data sets.

Miceli, Kristina D.

Design of an Eye Limiting Resolution Visual System Using Commercial-Off-the-Shelf Equipment

A feasibility study was conducted to determine if a flight simulator with an eye-limiting resolution out-the-window (OTW) visual system could be built using commercial off-the-shelf (COTS) technology and used to evaluate the visual performance of Air Force pilots in an operations context. Results of this study demonstrate that an eye limiting OTW visual system can be built using COTS technology. Further, a series of operationally-based tasks linked to clinical vision tests can be used within the synthetic environment to demonstrate a correlation and quantify the level of correlation between vision and operational aviation performance.

visual systems

The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment

This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.

Bryson, Steve

Integration for navigation on the UMASS mobile perception lab

Integration of real-time visual procedures for use on the Mobile Perception Lab (MPL) was presented. The MPL is an autonomous vehicle designed for testing visually guided behavior. Two critical areas of focus in the system design were data storage/exchange and process control. The Intermediate Symbolic Representation (ISR3) supported data storage and exchange, and the MPL script monitor provided process control. Resource allocation, inter-process communication, and real-time control are difficult problems which must be solved in order to construct strong autonomous systems.

Draper, Bruce

Large-scale visualization of digital sky surveys

Designed and developed within JPL/Caltech's supercomputing and visualization environment, the virtual observatory software described in this paper permits high performance visualization and analysis of large sky images and catalogs.

sky survey