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At least 127 records · Page 7

Trades, Architecture, and Design of the Joint Augmented Reality Visual Informatics System (Joint AR) Product

Future expeditions will enable exploration and study of the planetary surfaces of the Moon and Mars by performing extravehicular activity (EVA) operations. Present-day International Space Station (ISS) EVA operations require an intricate choreography of crew, space suits, tools, systems, and flight teams to plan, train, and execute with limited advanced informatics. In this paper, the Joint Augmented Reality Visual Informatics System (Joint AR) project team at NASA Johnson Space Center (JSC) characterizes the design space for developing a modular augmented reality (AR) device for a spacesuit form factor that can support crew decision-making for EVA. The Joint AR product was defined via trade studies and market analysis of previous EVA display efforts, various AR components such as optics, commercial AR systems, light engines, data interfaces, and graphics engine software. This paper outlines the defining architectural design decisions, including safety criticality considerations, interfaces, and computer architectures. The outcomes of these studies result in a prototype design which is defined here as the Joint AR product. This work aims to enable a community-wide discussion toward realizing necessary suit-compatible AR features and capabilities for future missions.

Paromita Mitra↗

Trades, Architecture, and Design of the Joint Augmented Reality Visual Informatics System (Joint AR) Product

Future expeditions will enable exploration and study of the planetary surfaces of the Moon and Mars by performing extravehicular activity (EVA) operations. Present-day International Space Station (ISS) EVA operations require an intricate choreography of crew, space suits, tools, systems, and flight teams to plan, train, and execute with limited advanced informatics. In this paper, the Joint Augmented Reality Visual Informatics System (Joint AR) project team at NASA Johnson Space Center (JSC) characterizes the design space for developing a modular augmented reality (AR) device for a spacesuit form factor that can support crew decision-making for EVA. The Joint AR product was defined via trade studies and market analysis of previous EVA display efforts, various AR components such as optics, commercial AR systems, light engines, data interfaces, and graphics engine software. This paper outlines the defining architectural design decisions, including safety criticality considerations, interfaces, and computer architectures. The outcomes of these studies result in a prototype design which is defined here as the Joint AR product. This work aims to enable a community-wide discussion toward realizing necessary suit-compatible AR features and capabilities for future missions.

Paromita Mitra↗

Joint Augmented Reality Visual Informatics System: Concept of Operations

NASA proposed requirements for a digital display for an EVA spacesuit to provide relevant information to the crew member. The Joint Augmented Reality Visual Informatics System (Joint AR) project pursued four years of research and development towards a suit-display system in a near-eye, AR form factor. The project was responsible for developing software (custom graphics engine and core flight software), physical hardware prototyping (controls, projection display optics, suited display platform), virtual prototyping platform (a virtual reality testbed), and human-in-the-loop (HITL) operational testing informed by EVA flight controllers, crew members, and human factors engineers for con-ops definition. This document contains substantial updates to CTSD-ADV-1788 Rev. Basic. This revision was produced by the project to summarize the use-cases and and user experiences developed throughout the project, and refine the Basic revision originally drafted at the beginning of the project life cycle. The primary purpose of this document is to summarize and make available the scenario development efforts that have been pursued and explored within the Joint AR project. This includes descriptions of the scenarios themselves as well as corresponding potential of advanced informatics displays to support those specified scenarios. In doing so, this document provides a variety of approaches to deconstruct and hypothesize how future technological capabilities so that with future EVA work demands can be satisfied within future human planetary spaceflight missions.

Matthew Miller↗

Development of an Extended Reality (XR) Tool for Earth Science Visualization

In this presentation, we will discuss our work in adapting the NASA open source XR software, the Mixed Reality Exploration Toolkit (MRET), to an earth science domain. MRET is a NASA open source XR software for rapidly building extended reality (XR) environments for NASA domain problems, e.g., pulling in CAD models of thermal vac chamber and Roman Space Telescope to do fit checks. Primarily used for hardware integration & test, we have been adapting and extending MRET for science problems. Traditionally, scientists view and analyze the result of calculated or measured observables with static 1-D, 2-D or 3-D plots. It can be difficult to identify, track and understand the evolution of key features due to poor viewing angles and the nature of flat computer screens. Additionally, numerical models, such as the NASA GEOS climate model, are almost exclusively formulated and analyzed on Eulerian grids with points fixed in space and time. However, atmospheric phenomena such as convective clouds, hurricanes and wildfire smoke plumes move with the 3-D flow field, and it is often difficult and unnatural to understand these phenomena in an Eulerian reference frame as opposed to the Lagrangian reference frame in which nature operates. As part of an Earth Science Technology Office (ESTO) proposal, we have been adapting MRET to be a scientific exploration and analysis XR tool with integrated Lagrangian Dynamics (LD) for the Goddard Earth Observing System (GEOS) numerical weather prediction model. We believe this will help scientists identify, track, and understand the evolution of Earth Science phenomena. This presentation will discuss current results in our work in developing this XR tool for Earth Science.

Thomas G Grubb↗

Development of an Extended Reality (XR) Tool for Earth Science Visualization

In this presentation, we will discuss our work in adapting the NASA open source XR software, the Mixed Reality Exploration Toolkit (MRET), to an earth science domain. MRET is a NASA open source XR software for rapidly building extended reality (XR) environments for NASA domain problems, e.g., pulling in CAD models of thermal vac chamber and Roman Space Telescope to do fit checks. Primarily used for hardware integration & test, we have been adapting and extending MRET for science problems. Traditionally, scientists view and analyze the result of calculated or measured observables with static 1-D, 2-D or 3-D plots. It can be difficult to identify, track and understand the evolution of key features due to poor viewing angles and the nature of flat computer screens. Additionally, numerical models, such as the NASA GEOS climate model, are almost exclusively formulated and analyzed on Eulerian grids with points fixed in space and time. However, atmospheric phenomena such as convective clouds, hurricanes and wildfire smoke plumes move with the 3-D flow field, and it is often difficult and unnatural to understand these phenomena in an Eulerian reference frame as opposed to the Lagrangian reference frame in which nature operates. As part of an Earth Science Technology Office (ESTO) proposal, we have been adapting MRET to be a scientific exploration and analysis XR tool with integrated Lagrangian Dynamics (LD) for the Goddard Earth Observing System (GEOS) numerical weather prediction model. We believe this will help scientists identify, track, and understand the evolution of Earth Science phenomena. This presentation will discuss current results in our work in developing this XR tool for Earth Science.

Thomas Grubb↗

Augmented reality building operations tool

A method (700) for providing an augmented reality operations tool to a mobile client (642) positioned in a building (604). The method (700) includes, with a server (660), receiving (720) from the client (642) an augmented reality request for building system equipment (612) managed by an energy management system (EMS) (620). The method (700) includes transmitting (740) a data request for the equipment (612) to the EMS (620) and receiving (750) building management data (634) for the equipment (612). The method (700) includes generating (760) an overlay (656) with an object created based on the building management data (634), which may be sensor data, diagnostic procedures, or the like. The overlay (656) is configured for concurrent display on a display screen (652) of the client (642) with a real-time image of the building equipment (612). The method (700) includes transmitting (770) the overlay (656) to the client (642).

97 MATHEMATICS AND COMPUTING↗

Systems, devices, and methods for performing augmented reality responsive to monitoring user behavior

Systems, devices, and methods are described for performing augmented reality (AR) to assist user performing a task in an environment. An AR device may be configured to capture real-time data. An AR engine may be configured to monitor user behavior from the real-time data responsive to feature extraction from the real-time data, compare the user behavior to pre-defined work procedures, and generate augmented reality objects to be output by the AR device.

Yoon, SuJong↗

Integrating extended reality with inspection systems

An extended reality (“XR”) inspection system for inspecting a target is provided. The XR inspection system includes an inspection system and an XR device. The inspection system includes an inspection main unit and an inspection probe. The inspection main unit collects inspection data from the inspection probe, receives commands input by an inspector using the XR device, performs functions associated with the commands, and sends display data to the XR device. The XR device provides an augmented reality display and sensors. The XR device displays display data received from the inspection main unit, receives commands via the sensors from the inspector, and sends the commands to the inspection main unit.

Keene, Lionel↗

Virtual and Augmented Realities to Support Development, Training, Deployment, and Operations of Remote Systems - 20516

Throughout the U.S. Department of Energy complex, there is a need to deploy new, unique equipment and systems for cleanup activities, waste processing, infrastructure repair, and decommissioning and demolition in radioactive and hazardous environments. The new equipment often consists of custom systems created by integrating and modifying commercial technologies. In addition, the systems are deployed in unique environments due to limited access, waste properties, and the presence of previously installed equipment or infrastructure that has been left in place. The deployment of custom systems that are 'turnkey' ready for first-time installation and application has its risks. Use of test platforms and mockups for cold (i.e., non-radioactive) testing is one method to mitigate that risk: however, full-scale test mockups for operations such as waste retrieval and tank inspection can be expensive and must be modified to incorporate the uniqueness of each application. An alternative to full-scale mockups is to use three-dimensional (3D) virtual environments and virtual reality (VR) technology to develop interactive virtual test beds. These can be used throughout the down-selection, development, system integration, operational planning, operator training, and mission execution phases of a task. Virtual test beds are readily reconfigured, can be used for multiple tasks, support multiple users in parallel, and can accommodate enhancements and changes not originally planned or conceived in the initial design. Virtual test beds also provide a platform for developing and testing augmented reality (AR) tools for improving operator efficiency. A VR experience has been generated for waste retrieval from a Hanford waste tank to present the potential applications of a virtual test bed. Features of the VR experience are presented, potential applications of VR and AR for remote applications are discussed, and development areas for improving future application are considered. (authors)

12 MANAGEMENT OF RADIOACTIVE AND NON-RADIOACTIVE W↗

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↗

Visual feedback and guided balance training in an immersive virtual reality environment for lower extremity rehabilitation

Balance training is essential for physical rehabilitation procedures, as it can improve functional mobility and enhance cognitive coordination. However, conventional balance training methods may have limitations in terms of motivation, real-time objective feedback, and personalization, which a virtual reality (VR) setup may provide a better alternative. In this work, we present an immersive VR training environment for lower extremity balance rehabilitation with real-time guidance and feedback. The VR training environment immerses the user in a 3D ice rink model where a virtual coach (agent) leads them through a series of balance poses, and the user controls a trainee avatar with their own movements. Here we developed two coaching styles: positive-reinforcement and autonomous-supportive, and two viewpoints of the trainee avatar: first-person and third-person. The proposed environment was evaluated in a user study with healthy, non-clinical participants (n = 16, 24.4 ± 5.7 years old, 9 females). Our results show that participants showed stronger performance in the positive-reinforcement style compared to the autonomous-supportive style. Additionally, in the third-person viewpoint, the participants exhibited more stability in the positive-reinforcement style compared to the autonomous-supportive style. For viewpoint, participants exhibited stronger performance in the first-person viewpoint compared to third-person in the autonomous-supportive style, while they were comparable in the positive-reinforcement style. We observed no significant effects on the foot height and number of mistakes. Furthermore, we report the analysis of user performance with balance training poses and subjective measures based on questionnaires to assess the user experience, usability, and task load. The proposed VR balance training could offer an interactive, adaptive, and engaging environment and open new potential research directions for lower extremity rehabilitation.

97 MATHEMATICS AND COMPUTING↗

Design and evaluation of alphabetic and numeric input methods for virtual reality

In today’s virtual reality (VR), users have various ways to influence their VR experience, including alphanumeric input. While typing characters and numbers is straightforward on desktop computers, it presents challenges and opportunities in head-mounted display VR due to specific interaction methods and a lack of real-world visual stimuli. Addressing these open questions, our work implements and evaluates ten approaches to alphabetic and numeric inputs in VR. Here, we describe the design motivation behind these input methods and evaluate them in a user study with 40 participants divided into groups for alphabetic and numeric keyboards. This comparison investigates each method’s performance and user interactions. Our findings suggest that different input methods significantly impact words per minute and error rates, and that certain keyboard designs may receive better subjective evaluations despite poorer objective performance.

97 MATHEMATICS AND COMPUTING↗

A Virtual Reality Visualization Tool for Neuron Tracing

Tracing neurons in large-scale microscopy data is crucial to establishing a wiring diagram of the brain, which is needed to understand how neural circuits in the brain process information and generate behavior. Automatic techniques often fail for large and complex datasets, and connectomics researchers may spend weeks or months manually tracing neurons using 2D image stacks. We present a design study of a new virtual reality (VR) system, developed in collaboration with trained neuroanatomists, to trace neurons in microscope scans of the visual cortex of primates. We hypothesize that using consumer-grade VR technology to interact with neurons directly in 3D will help neuroscientists better resolve complex cases and enable them to trace neurons faster and with less physical and mental strain. We discuss both the design process and technical challenges in developing an interactive system to navigate and manipulate terabyte-sized image volumes in VR. Using a number of different datasets, we demonstrate that, compared to widely used commercial software, consumer-grade VR presents a promising alternative for scientists.

97 MATHEMATICS AND COMPUTING↗

Virtual reality 3D headset based on DMD light modulators

We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micro-mirror devices (DMD). Our approach leverages silicon micro mirrors offering 720p resolution displays in a small form-factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high resolution and low power consumption. Applications include night driving, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design is described in which light from the DMD is imaged to infinity and the user’s own eye lens forms a real image on the user’s retina.

digital micromirror device↗

Augmented Reality Technologies for Radiation Safety Training: A Systematic Review of Sensor Integration and Visualization Approaches

This paper presents a comprehensive systematic review examining the application of augmented reality (AR) and sensor technologies for visualizing ionizing radiation in virtual training environments. The review methodology involved systematic identification and analysis of the relevant literature based on predetermined criteria including publication type, year of publication, application domain, and technological approach. The literature search encompassed publications from 2011 to 2021 across four major academic databases: Web of Science, Google Scholar, IEEE Xplore, and Scopus. Through rigorous screening following PRISMA 2020 guidelines, 23 research articles met the inclusion criteria for detailed analysis. From 404 initial database records, 360 were excluded during title/abstract screening (primarily for lacking AR components, radiation focus, or training applications) and 4 during full-text assessment (all for lacking sensor integration). The findings reveal that AR-based ionizing radiation visualization has been successfully implemented across diverse domains, including nuclear facility operations, medical procedures, CERN research activities, and educational and monitoring applications. The analysis identified multiple dimensions of impact, encompassing distinct benefits, emerging opportunities, and implementation challenges associated with AR deployment for ionizing radiation training. Each of these dimensions is comprehensively examined and documented within this review. Additionally, this study identifies critical research gaps that currently limit the full potential of AR technology in supporting ionizing radiation training programs. These gaps are systematically analyzed and discussed to establish clear directions for future research endeavors in this emerging field.

61 - RADIATION PROTECTION AND DOSIMETRY↗

Computer Vision Assisted Virtual Reality Calibration

A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.

Computer Vision Virtual Reality Calibration camera↗