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Three-Dimensional User Interfaces for Immersive Virtual Reality

The focus of this grant was to experiment with novel user interfaces for immersive Virtual Reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. Our primary test application was a scientific visualization application for viewing Computational Fluid Dynamics (CFD) datasets. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past year, and extends last year's final report of the first three years of the grant.

vanDam, Andries↗

High-Temperature Smart Structures for Engine Noise Reduction and Performance Enhancement

One of key NASA goals is to develop and integrate noise reduction technology to enable unrestricted air transportation service to all communities. One of the technical priorities of this activity has been to account for and reduce noise via propulsion/airframe interactions, identifying advanced concepts to be integrated with the airframe to mitigate these noise-producing mechanisms. An adaptive geometry chevron using embedded smart structures technology offers the possibility of maximizing engine performance while retaining and possibly enhancing the favorable noise characteristics of current designs. New high-temperature shape memory alloy (HTSMA) materials technology enables the devices to operate in both low-temperature (fan) and high-temperature (core) exhaust flows. Chevron-equipped engines have demonstrated reduced noise in testing and operational use. It is desirable to have the noise benefits of chevrons in takeoff/landing conditions, but have them deployed into a minimum drag position for cruise flight. The central feature of the innovation was building on rapidly maturing HTSMA technology to implement a next-generation aircraft noise mitigation system centered on adaptive chevron flow control surfaces. In general, SMA-actuated devices have the potential to enhance the demonstrated noise reduction effectiveness of chevron systems while eliminating the associated performance penalty. The use of structurally integrated smart devices will minimize the mechanical and subsystem complexity of this implementation. The central innovations of the effort entail the modification of prior chevron designs to include a small cut that relaxes structural stiffness without compromising the desired flow characteristics over the surface; the reorientation of SMA actuation devices to apply forces to deflect the chevron tip, exploiting this relaxed stiffness; and the use of high-temperature SMA (HTSMA) materials to enable operation in the demanding core chevron environment. The overall conclusion of these design studies was that the cut chevron concept is a critical enabling step in bringing the variable geometry core chevron within reach. The presence of the cut may be aerodynamically undesirable in some respects, but it is present only when the chevron is not immersed in the core jet exhaust. When deployed, the gap closes as the chevron tip enters the high-speed, high-temperature core stream. Aeroacoustic testing and flow visualization support the contention that this cut is inconsequential to chevron performance.

Quackenbush, Todd R.↗

Assessments of Physiology and Cognition in Hybrid-Reality Environments (APACHE)

NASA is planning to return to the Moon in the mid-2020s as a stepping stone to Mars missions in the 2030s. Spacewalks, or extravehicular activities (EVAs), performed on the Moon and Mars will differ in a variety of ways from those that have been performed in decades past. NASA has identified multiple risks to human health and performance associated with a crewed mission to Mars, especially those associated with exploration EVAs which are expected to be a primary mission activity. Crew may be expected to conduct up to 24 hours of EVA per person per week, where the likelihood of injury and/or mental mistakes are increased compared to ground-based training or current microgravity EVAs and the consequences of which can be catastrophic. Current test environments for exploration EVA research and technology development are large, costly facilities that are limited in their availability or capabilities. Spacesuit testing in a reduced gravity environment such as NASA’s Neutral Buoyancy Laboratory, while a good representation of the crew’s physical workload during exploration EVAs, typically has small datasets and is difficult to integrate physiological sensors or other types of crew performance measures. Meanwhile, scientific field-based testing such as NASA’s Desert Research and Technology Studies offers an operationally relevant environment for exploration EVAs, particularly for cognitive workload, but is also limited by small datasets, lack of a pressurized spacesuit, and obtrusive measures. The limitations of current analogs for exploration EVAs identify a need for a new test environment that can approximate both the physical and cognitive demands associated with exploration EVAs to enable rapid, controlled, and repeatable evaluations of human health and performance risks of exploration missions. In response, the Human Physiology, Performance, Protection, and Operations Laboratory (H-3PO) at NASA Johnson Space Center has developed a hybrid reality exploration EVA analog named the Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE) to address these limitations using a combination of virtual, physical, and hybrid reality techniques. The APACHE facility resides at NASA Johnson Space Center and serves as a large “sandbox” for EVA research and simulation. At its center is a roughly 15x20ft space surrounded by a 14” tall sandbox partially filled with lunar regolith simulant to emulate the physical feeling of walking on a planetary surface and to allow for simulated geology operations. Nearby, a curved passive treadmill (Skillmill Connect, Technogym, Fairfield, NJ) and an omnidirectional treadmill (Infinadeck, Infinadeck, Rocklin, CA) are included to enable exploration of these large virtual environments while also imposing the physical demands, representative timelines, and cognitive burdens required to navigate and traverse these distances during exploration EVA. A 6DOF motion platform is used to simulate rover operations and supports various human performance evaluations and associated risks. Lastly, APACHE can support two extravehicular (EV) crewmembers working in tandem. A computer workstation is located nearby and also supports an intravehicular (IV) crewmember as part of a full mission simulation. The IV crewmember has direct video and audio communication with the EV crew in VR to provide operational and procedural support. The software used in APACHE was created by the JSC Engineering Directorate, in partnership with Buendea, powered by a custom Unreal Engine 5 (UE5.3, Epic Games) project. APACHE currently utilizes the HTC Vive Pro Eye in a wireless configuration for VR simulations. There are two virtual environments that subjects can explore within APACHE, a Lunar and Martian surface. The virtual Lunar surface was created from LIDAR data of the Lunar South Pole to create roughly 16 sq km of explorable terrain. The virtual Martian surface contains roughly 400 sq km of explorable terrain derived from Mars Reconnaissance Orbiter LIDAR data of the Jezero Crater. The immersion and related cognitive burdens of conducting a planetary EVA is simulated through a series of EVA-relevant tasks performed in the VR environment, using these high-fidelity visual representations. Additionally, APACHE includes biosensor driven informatics, such as real-time heart rate monitoring and/or derived values from model simulations, for active monitoring by the EV crew and added cognitive demand. A “Wizard of Oz” control panel enables test operators to activate contingency events such as simulated spacesuit malfunctions, loss of communications, and/or limited visibility. Embedded performance measures such as accuracy, completeness, and execution time have been developed for various exploration tasks to objectively quantify crew performance during an EVA and compare impacts to performance when different environmental stressors, both physical and cognitive, are added to or removed from the simulation. Additionally, validated cognitive and operational performance measures such as the Digit Symbol Substitution Task have been recreated and embedded in VR for direct and relatively unobtrusive measurement of motor perception. The APACHE environment currently supports multiple research studies at NASA. Examples include the CHAPEA project, a series of simulated year-long missions on Mars by a 4-person crew; and the CO2 Contingency Walk Back Study, an investigation of elevated CO2 exposure on crew performance during a contingency EVA scenario. APACHE also provides a test environment to support the development of the Crew State and Risk Model, which is a collection of individualized, mathematical models of crew physical and cognitive state; and the Personalized EVA Informatics and Decision Support system, an operational tool for flight controllers, and eventually a self-reliant Martian crew, to make biomedically-informed decisions in real-time to optimize the EVA planning and execution with respect to crew health and performance. Some technical challenges associated with developing the APACHE environment, as well as current limitations, include VR limitless natural walking with a hybrid spacesuit simulator, optimizing performance for wireless PC VR streaming while maintaining a high degree of visual fidelity, and the integration of various physiological (metabolic masks) and psychometric (eye tracking) sensors with the VR headset.

Human Performance↗

Noodles: Cooking Up Collaborative Visualization

NOODLES is a new cross-domain collaborative visualization and analysis capability being developed at NREL. The NOODLES specification is a minimal protocol that can tie different software packages and platforms together. As an example, a simulation code that speaks this protocol could stream iso-surfaces to an immersive VR space and a web browser. Another example is a team (with some members across the country) classifying and discovering features in a statistical data plot, driven from a researcher's existing Python-based workflow. In this talk, we will discuss some background on the problems that this protocol intends to solve, basic principles of the specification, the current state of supporting libraries, and some demonstrations of the protocol in action.

3D↗

Measurement of Deformation Heterogeneity During Shale Swelling Using Digital Image Correlation

Abstract Rock-fluid interactions in shale formations are one of the main sources of wellbore instability issues and inadequate stimulation performance. For better planning of fracturing operations and optimizing production from these reservoirs, it is important to understand the mechanisms behind these interactions. These issues are especially prevalent in clay-rich shales, such as Tuscaloosa Marine Shale, which is the subject of this study. Conventional techniques to quantify these shale-fluid interactions comprise of measuring swelling in powdered rock grains or measurement of deformation in the whole pieces of the core using a linear variable differential transformer and strain gages. However, the contribution from individual laminae to overall deformation cannot be evaluated using these methods. In this study, we developed an experimental setup to evaluate the spatial deformation in shale during interaction with water using digital image correlation (DIC). Deformation of two shale samples, with 34 wt% to 51 wt% clay content, was studied. White paint was used to generate a random speckle pattern on the specimen and then immersed in deionized water. The deformation process was captured using a digital camera and images were analyzed using DIC to quantify the deformation. The implementation of the DIC technique enables the visualization and quantification of spatial deformation in the specimen during interacting with water. The results show the localization of large strains in select laminations. The results provide a better understanding of shale deformation when interacting with water in comparison to traditional measurements that can provide only an average strain value.

Energy & Fuels↗

Measurement of the Dielectric Constant of Seawater at L-Band: Techniques and Measurements

Satellite instruments, that will monitor salinity from space in the near future, require an accurate relationship between salinity/temperature and seawater dielectric constant. This paper will review measurements that were made of the dielectric constant of seawater during the past several years. The objective of the measurements is to determine the dependence of the dielectric constant of seawater on salinity and on temperature, more accurately than in the past. by taking advantage of modem instrumentation. The measurements of seawater permittivity have been performed as a function of salinity and temperature using a transmission resonant cavity technique. The measurements have been made in the salinity range of 10 to 38 psu and in the temperature range of IOU C to 35 C. These results will be useful in algorithm development for sensor systems such as SMOS and Aquarius. The measurement system consists of a brass microwave cavity that is resonant at 1.413 GHz. The seawater is introduced into the cavity through a capillary glass tube having an inner diameter of 0.1 mm. The diameter of the tube has been made very small so that the amount of seawater introduced in the cavity is small - thus maintaining the sensitivity of the measurements and allowing the use of perturbation theory predicting the seawater permittivity. The change in resonant frequency and the change in cavity Q can be used to determine the real and imaginary pare of the dielectric constant of seawater introduced into the slender tube. The microwave measurements are made by an HPS722D network analyzer. The cavity has been immersed in a u~ateriethylene-glycol bath which is connected to a Lauda circulator. The circulator keeps the brass cavity at a temperature constant to within 0.01 degrees. The system is automated using a Visual Basic program to control the analyzer and to collect the data. The results of the dielectric constant measurements of seawater will be presented. The measurement results will be compared with permittivity values generated from the Kline and Swift relationship. Two methods of calibration will be discussed, The errors that each technique introduces into the measurement resulls will be reviewed. Temperature stability, frequency drift and the effect of increasing cavity transmission loss on the unloaded cavity Q will also be discussed.

Lang, R.↗

Real-Time Omnidirectional Stereo Rendering: Generating 360° Surround-View Panoramic Images for Comfortable Immersive Viewing

Surround-view panoramic images and videos have become a popular form of media for interactive viewing on mobile devices and virtual reality headsets. Viewing such media provides a sense of immersion by allowing users to control their view direction and experience an entire environment. When using a virtual reality headset, the level of immersion can be improved by leveraging stereoscopic capabilities. Stereoscopic images are generated in pairs, one for the left eye and one for the right eye, and result in providing an important depth cue for the human visual system. For computer generated imagery, rendering proper stereo pairs is well known for a fixed view. However, it is much more difficult to create omnidirectional stereo pairs for a surround-view projection that work well when looking in any direction. One major drawback of traditional omnidirectional stereo images is that they suffer from binocular misalignment in the peripheral vision as a user's view direction approaches the zenith / nadir (north / south pole) of the projection sphere. This paper presents a real-time geometry-based approach for omnidirectional stereo rendering that fits into the standard rendering pipeline. Our approach includes tunable parameters that enable pole merging - a reduction in the stereo effect near the poles that can minimize binocular misalignment. Results from a user study indicate that pole merging reduces visual fatigue and discomfort associated with binocular misalignment without inhibiting depth perception.

360° panorama↗

Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder

We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.

Stoker, C.↗

Unique life sciences research facilities at NASA Ames Research Center

The Life Science Division at NASA's Ames Research Center has a suite of specialized facilities that enable scientists to study the effects of gravity on living systems. This paper describes some of these facilities and their use in research. Seven centrifuges, each with its own unique abilities, allow testing of a variety of parameters on test subjects ranging from single cells through hardware to humans. The Vestibular Research Facility allows the study of both centrifugation and linear acceleration on animals and humans. The Biocomputation Center uses computers for 3D reconstruction of physiological systems, and interactive research tools for virtual reality modeling. Psycophysiological, cardiovascular, exercise physiology, and biomechanical studies are conducted in the 12 bed Human Research Facility and samples are analyzed in the certified Central Clinical Laboratory and other laboratories at Ames. Human bedrest, water immersion and lower body negative pressure equipment are also available to study physiological changes associated with weightlessness. These and other weightlessness models are used in specialized laboratories for the study of basic physiological mechanisms, metabolism and cell biology. Visual-motor performance, perception, and adaptation are studied using ground-based models as well as short term weightlessness experiments (parabolic flights). The unique combination of Life Science research facilities, laboratories, and equipment at Ames Research Center are described in detail in relation to their research contributions.

Mulenburg, G. M.↗

Eye height scaling of absolute size in immersive and nonimmersive displays

Eye-height (EH) scaling of absolute height was investigated in three experiments. In Experiment 1, standing observers viewed cubes in an immersive virtual environment. Observers' center of projection was placed at actual EH and at 0.7 times actual EH. Observers' size judgments revealed that the EH manipulation was 76.8% effective. In Experiment 2, seated observers viewed the same cubes on an interactive desktop display; however, no effect of EH was found in response to the simulated EH manipulation. Experiment 3 tested standing observers in the immersive environment with the field of view reduced to match that of the desktop. Comparable to Experiment 1, the effect of EH was 77%. These results suggest that EH scaling is not generally used when people view an interactive desktop display because the altitude of the center of projection is indeterminate. EH scaling is spontaneously evoked, however, in immersive environments.

NASA Discipline Space Human Factors↗

Wall-Modeled LES of a Swept Wing with Leading-Edge Ice Using LAVA Curvilinear, Unstructured, and Cartesian Solvers

Wall-modeled large-eddy simulation (LES) of a swept wing with leading-edge ice build up is performed using three mesh paradigms and associated flow solvers and compared to experimental results. The study focuses on an 8.9% scale model of the CRM65 swept wing featuring both high-fidelity and smooth leading-edge ice shapes. The assessment is conducted using the Launch, Ascent, and Vehicle Aerodynamics (LAVA) framework using the three actively supported meshing paradigms in LAVA: structured curvilinear overset, unstructured, andCartesian. For the iced configurations, these paradigms use hybrid body-fitted/source-term immersed-boundary, body-fitted, and ghost-cell immersed-boundary strategies, respectively.The unstructured and Cartesian mesh paradigms are particularly attractive for complex ice shapes as they avoid the manual mesh generation effort associated with the curvilinear approach. For the high-fidelity ice shape, good agreement with the experiment can be obtained with all three strategies; however, the curvilinear method is particularly sensitive to the source-term immersed-boundary timescale and span wise mesh resolution, and the Cartesian implementation is sensitive to the choice of numerical flux. For the smooth ice, larger discrepancies are observed across all methods. However, a mesh refinement study guided by flow visualizations leads to an improved comparison with the experiment that is particularly pronounced for the unstructured mesh paradigm.

TTT↗

Adaptive Effects on Locomotion Performance Following Exposure to a Rotating Virtual Environment

During long-duration spaceflight, astronauts experience alterations in vestibular and somatosensory cues that result in adaptive disturbances in balance and coordination upon return to Earth. These changes can pose a risk to crew safety and to mission objectives if nominal or emergency vehicle egress is required immediately following long-duration spaceflight. At present, no operational countermeasure is available to mitigate the adaptive sensorimotor component underlying the locomotor disturbances that occur after spaceflight. Therefore, the goal of this study is to develop an inflight training regimen that facilitates recovery of locomotor function after long-duration spaceflight. The countermeasure we are proposing is based on the concept of adaptive generalization. During this type of training the subject gains experience producing the appropriate adaptive motor behavior under a variety of sensory conditions and response constraints. As a result of this training a subject learns to solve a class of motor problems, rather than a specific motor solution to one problem, i.e., the subject learns response generalizability or the ability to "learn to learn." under a variety of environmental constraints. We are developing an inflight countermeasure built around treadmill exercise activities. By manipulating the sensory conditions of exercise by varying visual flow patterns, body load and speed we will systematically and repeatedly promote adaptive change in locomotor behavior. It has been shown that variable practice training increases adaptability to novel visuo-motor situations. While walking over ground in a stereoscopic virtual environment that oscillated in roll, subjects have shown compensatory torso rotation in the direction of scene rotation that resulted in positional variation away from a desired linear path. Thus, postural sway and locomotor stability in 1-g can be modulated by visual flow patterns and used during inflight treadmill training to promote adaptive generalization. The purpose of this study was to determine if adaptive modification in locomotor performance could be achieved by viewing simulated self-motion in a passive-immersive virtual ' environment over a prolonged period during treadmill locomotion.

Mulavara, A. P.↗

Creating Camera Controls for First-Person Camera in VulkanSceneGraph

The way users interact with a virtual, three-dimensional (3D) scene is heavily influenced by the way the camera used to view the scene is controlled. A first-person camera is a common form of camera control for computer programs. Its role is to create an immersive viewer experience, which allows users to traverse a scene as they might in the real world. Allowing for the implementation of the first-person camera makes for a more holistic, well-rounded way to interact with the visualization program. Accomplishing this involves mathematical calculations that define how the camera should be moved for the computer system. These movements equate to the rotation, translation, and scale of the changes. It should be noted that a computer does not inherently process what movement directions (left, right, up, or down) mean. The mathematical equations used define these principles in a way the computer can process. Further aspects to consider are detecting when the camera has moved and how far. This is most frequently accomplished through user |input through external devices. These devices, for the purpose of this report, include mouse input and keyboard input. Additionally, the in-development program this report is referencing works with the VulkanSceneGraph (VSG) library to create the scene and build the base of the camera controls. Although VSG is a powerful library with many capabilities, additional Application Programming Interfaces (APIs) might be needed during development to produce the desired results, as is the case in this program. Through combining proper mathematical calculations, utilizing additional APIs, and implementing the existing VSG library capabilities, implementing first-person camera controls is possible in a 3D scene.

Kristie O'Brien↗

Environmentally Compatible Vapor-Phase Corrosion Inhibitor for Space Shuttle Hardware

USA-SRB Element is responsible for the assembly and refurbishment of the non-motor components of the SRB as part of Space Shuttle. Thrust Vector Control (TVC) frames structurally support components of the TVC system located in the aft skirt of the SRB. TVC frames are exposed to the seacoast environment after refurbishment and, also, to seawater immersion after splashdown, and during tow-back to CCAFS-Hangar AF refurbishment facilities. During refurbishment operations it was found that numerous TVC frames were experiencing internal corrosion and coating failures, both from salt air and seawater intrusions. Inspectors using borescopes would visually examine the internal cavities of the complicated aluminum alloy welded tubular structure. It was very difficult for inspectors to examine cavity corners and tubing intersections and particularly, to determine the extent of the corrosion and coating anomalies. Physical access to TVC frame internal cavities for corrosion removal and coating repair was virtually impossible, and an improved method using a Liquid (water based) Vapor-phase Corrosion Inhibitor (LVCI) for preventing initiation of new corrosion, and mitigating and/or stopping existing corrosion growth was recommended in lieu of hazardous paint solvents and high VOC/solvent based corrosion inhibitors. In addition, the borescopic inspection method used to detect corrosion, and/or coating anomalies had severe limitations because of part geometry, and an improved non-destructive inspection (NDI) method using Neutron Radiography (N-Ray) was also recommended.

Novak, Howard L.↗

Environmentally Compatible Vapor-Phase Corrosion Inhibitor for Space Shuttle Hardware

USA-SRB Element is responsible for the assembly and refurbishment of the non-motor components of the SRB as part of Space Shuttle. Thrust Vector Control (TVC) frames structurally support components of the TVC system located in the aft skirt of the SRB (Solid Rocket Booster). TVC frames are exposed to the seacoast environment after refurbishment and, also, to seawater immersion after splashdown, and during tow-back to CCAFS-Hangar AF refurbishment facilities. During refurbishment operations it was found that numerous TVC frames were experiencing internal corrosion and coating failures, both from salt air and seawater intrusions. Inspectors using borescopes would visually examine the internal cavities of the complicated aluminum alloy welded tubular structure. It was very difficult for inspectors to examine cavity corners and tubing intersections and particularly. to determine the extent of the corrosion and coating anomalies. Physical access to TVC frame internal cavities for corrosion removal and coating repair was virtually impossible, and an improved method using a Liquid (water based) Vapor-phase Corrosion Inhibitor (LVCI) for preventing initiation of new corrosion, and mitigating and/or stopping existing corrosion growth was recommended in lieu of hazardous paint solvents and high VOC/solvent based corrosion inhibitors. In addition, the borescopic inspection method used to detect corrosion, and/or coating anomalies had severe limitations because of part geometry, and an improved non-destructive inspection (NDI) method using Neutron Radiography (N-Ray) was also recommended.

Novak, Howard L.↗

Environmentally Compatible Vapor-Phase Corrosion Inhibitor for Space Shuttle Hardware

USA-SRB Element is responsible for the assembly and refurbishment of the non-motor components of the SRB as part of Space Shuttle. Thrust Vector Control (TVC) frames structurally support components of the TVC system located in the aft skirt of the SRB. TVC frames are exposed to the seacoast environment after refurbishment and, also, to seawater immersion after splashdown, and during tow-back to CCAFS-Hangar AF refurbishment facilities. During refurbishment operations it was found that numerous TVC frames were experiencing internal corrosion and coating failures, both from salt air and seawater intrusions. Inspectors using borescopes would visually examine the internal cavities of the complicated aluminum alloy welded tubular structure. It was very difficult for inspectors to examine cavity corners and tubing intersections and particularly, to determine the extent of the corrosion and coating anomalies. Physical access to TVC frame internal cavities for corrosion removal and coating repair was virtually impossible, and an improved method using a Liquid (water based) Vapor-phase Corrosion Inhibitor (LVCI) for preventing initiation of new corrosion, and mitigating and/or stopping existing corrosion growth was recommended in lieu of hazardous paint solvents and high VOC / solvent based corrosion inhibitors. In addition, the borescopic inspection method used to detect corrosion, and/or coating anomalies had severe limitations because of part geometry, and an improved non-destructive inspection (NDI) method using Neutron Radiography (N-Ray) was also recommended.

Novak, Howard L.↗

The use of high fidelity CAD models as the basis for training on complex systems

During the design phases of large and complex systems such as NASA's Space Station Freedom (SSF), there are few, if any physical prototypes built. This is often due to their expense and the realization that the design is likely to change. This poses a problem for training, maintainability, and operations groups who are tasked to lay the foundation of plans for using these systems. The Virtual Reality and Visualization Laboratory at the Boeing Advanced Computing Group's Huntsville facility is supporting the use of high fidelity, detailed design models that are generated during the initial design phases, for use in training, maintainability and operations exercises. This capability was used in its non-immersive form to great effect at the SSF Critical Design Review (CDR) during February, 1993. Allowing the user to move about within a CAD design supports many efforts, including training and scenario study. We will demonstrate via a video of the Maintainability SSF CDR how this type of approach can be used and why it is so effective in conveying large amounts of information quickly and concisely. We will also demonstrate why high fidelity models are so important for this type of training system and how it's immersive aspects may be exploited as well.

Miller, Kellie↗