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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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At least 127 records · Page 7

Effect of Carbon Dioxide Exposure on Physical and Cognitive Performance in a Simulated Spaceflight Contingency Scenario

Introduction: Carbon dioxide (CO2) produced by astronauts inside space suits can accumulate to levels that affect health and performance. The human health and performance risks associated with different levels of CO2 exposure in the flight environment remain an area of debate. The purpose of this study is to characterize the limit of acceptable performance (cognitive and physical) decrements and symptom severity for mission operations when subjected to elevated inspired CO2 levels in the spacesuit during contingency EVA scenarios. Methods: This study will create a simulation of a 1-hour contingency EVA walk back to the habitat, incorporating a passive treadmill and a fully immersive virtual reality (VR) simulation of a lunar EVA. Subjects will be asked to walk on a treadmill while breathing partial pressures of CO2 of 0, 5, 10, 15, 20, 25, 30mmHg for 1 hour at a time. Cognitive performance will be quantified using validated cognitive tests and measures of functional task performance embedded within the VR environment. Test subject symptoms and self-assessment of performance will be evaluated via survey. Results: This study currently has approval from NASA’s Institutional Review Board and has completed the Test Readiness Review process. Next steps for this research study include test subject recruitment, data collection, and analysis. Data collection is planned for calendar year 2022 and 2023. Discussion: This study will provide valuable information regarding how various partial pressures of CO2 exposure impact acute health, as well as cognitive and physical performance during simulated lunar EVA. This information will be vital in the assessment of overall risk associated with current hardware (vehicle and suit) design for upcoming exploration missions. It will also be invaluable for informing future standards and requirements.

carbon dioxide↗

Disks in Nearby Young Stellar Associations Found Via Virtual Reality Journal Article

The Disk Detective citizen science project recently released a new catalog of disk candidates found by visual inspection of images from NASA's Wide-field Infrared Survey Explorer mission and other surveys. We applied this new catalog of well-vetted disk candidates to search for new members of nearby young stellar associations (YSAs) using a novel technique based on Gaia data and virtual reality (VR). We examined AB Doradus, Argus, β Pictoris, Carina, Columba, Octans-Near, Tucana–Horologium, and TW Hya by displaying them in VR together with other nearby stars, color coded to show infrared excesses found via Disk Detective. Using this method allows us to find new association members in mass regimes where isochrones are degenerate. We propose 10 new YSA members with infrared excesses: three of AB Doradus (HD 44775, HD 40540 and HD 44510), one of β Pictoris (HD 198472), two of Octans-Near (HD 157165 and BD+35 2953), and four disk-hosting members of a combined population of Carina, Columba, and Tucana–Horologium: CPD-57 937, HD 274311, HD 41992, and WISEA J092521.90-673224.8. This last object (J0925) appears to be an extreme debris disk with a fractional infrared luminosity of 3.7 × 10−2. We also propose two new members of AB Doradus that do not show infrared excesses: TYC 6518-1857-1 and CPD-25 1292. We find HD 15115 appears to be a member of Tucana–Horologium rather than β Pictoris. We advocate for membership in Columba–Carina of HD 30447, CPD-35 525, and HD 35841. Finally, we propose that three M dwarfs, previously considered members of Tucana–Horologium are better considered a separate association, tentatively called "Smethells 165."

Susan Higashio↗

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↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) aims to land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. NASA’s Joint Augmented Reality Visual Informatics System (Joint AR) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and computes system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A VR testbed was established to simulate a representative lunar surface environment, enabling a series of three human-in-the-loop (HITL) tests evaluating AR navigation interfaces for exploration extravehicular activity (xEVA). Our findings identify several considerations for future Joint AR design and testing efforts, including challenges with data overload, attentional demands, and environment-related perceptual challenges. Trade-offs and potential approaches are discussed to mitigate these challenges and improve future Joint AR testing fidelity.

Jacob Keller↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) aims to land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. NASA’s Joint Augmented Reality Visual Informatics System (Joint AR) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and computes system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A VR testbed was established to simulate a representative lunar surface environment, enabling a series of three human-in-the-loop (HITL) tests evaluating AR navigation interfaces for exploration extravehicular activity (xEVA). Our findings identify several considerations for future Joint AR design and testing efforts, including challenges with data overload, attentional demands, and environment-related perceptual challenges. Trade-offs and potential approaches are discussed to mitigate these challenges and improve future Joint AR testing fidelity.

Matthew Miller↗

Effect of Carbon Dioxide Exposure on Physical and Cognitive Performance in A Simulated Spaceflight Contingency Scenario

INTRODUCTION: Carbon dioxide (CO2) produced by astronauts inside space suits can accumulate to levels that may affect health and performance. The human health and performance risks associated with different levels of CO2 exposure in the flight environment remain an area of debate. The purpose of this study is to characterize the limit of acceptable performance (cognitive and physical) decrements and symptom severity for mission operations when subjected to elevated inspired CO2 levels in simulated contingency lunar extravehicular activity (EVA) scenarios. METHODS: This study will create a simulation of a 1-hour, ~2km contingency EVA walk back to a habitat, incorporating a passive treadmill and a fully immersive virtual reality (VR) simulation of a lunar EVA environment. Subjects will be asked to walk on a treadmill while breathing partial pressures of CO2 of 0, 5, 10, 15, 20, 25, 30mmHg for 1 hour at a time. Cognitive performance will be quantified using validated cognitive tests and measures of functional task performance embedded within the VR environment. Test subject symptoms and self-assessment of performance will be evaluated via survey. RESULTS: This study currently has approval from NASA’s Institutional Review Board and has completed the Test Readiness Review process. Next steps for this research study include test subject recruitment, data collection, and analysis. Data collection is planned for calendar year 2023 and 2024. DISCUSSION: This study will provide valuable information regarding how various partial pressures of CO2 exposure impact acute health, as well as cognitive and physical performance during simulated contingency lunar EVA. This information will enable assessment of health and performance risk associated with spacesuit systems and operations concepts for future exploration missions as well as informing definition of future standards and requirements.

D. M. Nusbaum↗

Lunar Development and Test Facility Virtual Walkthrough

This is a 3D virtual tour (VR) of the Lunar Development and Test Facility at Johnson Space Center. This tour will allow users to see the different aspects and projects throughout this facility. With clickable walk through circles that allow you to travel through the building along with interactive posters and monitors that give additional information on projects for the specific areas being viewed. The bottom left of the screen contains viewing options for changing positions as desired and bottom right offers a View in VR and a full screen option.

Kristopher Lee↗

Effect of Carbon Dioxide Exposure on Physical and Cognitive Performance in A Simulated Spaceflight Contingency Scenario

INTRODUCTION: Carbon dioxide (CO2) produced by astronauts inside space suits can accumulate to levels that may affect health and performance. The human health and performance risks associated with different levels of CO2 exposure in the flight environment remain an area of debate. The purpose of this study is to characterize the limit of acceptable performance (cognitive and physical) decrements and symptom severity for mission operations when subjected to elevated inspired CO2 levels in simulated contingency lunar extravehicular activity (EVA) scenarios. METHODS: This study will create a simulation of a 1-hour, ~2km contingency EVA walk back to a habitat, incorporating a passive treadmill and a fully immersive virtual reality (VR) simulation of a lunar EVA environment. Subjects will be asked to walk on a treadmill while breathing partial pressures of CO2 of 0, 5, 10, 15, 20, 25, 30mmHg for 1 hour at a time. Cognitive performance will be quantified using validated cognitive tests and measures of functional task performance embedded within the VR environment. Test subject symptoms and self-assessment of performance will be evaluated via survey. RESULTS: This study currently has approval from NASA’s Institutional Review Board and has completed the Test Readiness Review process. Next steps for this research study include test subject recruitment, data collection, and analysis. Data collection is planned for calendar year 2023 and 2024. DISCUSSION: This study will provide valuable information regarding how various partial pressures of CO2 exposure impact acute health, as well as cognitive and physical performance during simulated contingency lunar EVA. This information will enable assessment of health and performance risk associated with spacesuit systems and operations concepts for future exploration missions as well as informing definition of future standards and requirements.

carbon dioxide↗

Time Course of Effects of Carbon Dioxide Exposure on Physical and Cognitive Performance in a Simulated Surface Extravehicular Activity Contingency Scenario

INTRODUCTION Carbon dioxide (CO 2 ) is a metabolic byproduct produced by humans that must be scrubbed from the atmosphere by environmental control and life support systems in space vehicles and spacesuits to prevent buildup. Current nominal CO 2 limits are set by NASA Standard 3001, however, limits during contingency situations are not specified. The purpose of this study was to characterize and quantify the physiological, cognitive, and self-assessed symptom and performance metrics as a function of inspired CO 2 (P I CO 2 ) during a simulated 1-hour contingency lunar EVA scenario in virtual reality (VR). METHODS Fifteen healthy subjects completed 7 simulated EVA scenarios walking on a passive treadmill for one hour breathing dry, ambient air mixed with added CO 2 in a blind, counterbalanced manner (P I CO 2 : 0, 5, 10, 15, 20, 25, 30 mmHg) simulating a 2.0 km contingency EVA walkback to a habitat on the lunar surface in the event of a CO 2 scrubber malfunction. Subjects were immersed in a Lunar VR environment and asked to maintain their walking speed between 2.1 km/h and an upper limit individually calibrated to a fixed metabolic workload of 1.3 L/min of O 2 consumption, and performed periodic cognitive tasks and continuous cardiopulmonary measurements. Self-assessments of symptoms and task performance were measured via verbal Likert-scale survey at the onset of the walkback and at 10-minute intervals thereafter. RESULTS The time course of cardiopulmonary, cognitive, and self-reported responses at each level of P I CO 2 will be presented. All 15 subjects were able to complete the 1-hr walk back task at all CO 2 levels. Physiological responses were rapid, typically within 1 to 5 minutes. No effects of time were detected for cognitive measures. Symptomatic ratings of headache, shortness of breath, and fatigue demonstrated a time-course development, reaching asymptote after 40 minutes of CO 2 exposure. DISCUSSION These findings will inform the posture of risk associated with CO 2 exposure on human health and performance during microgravity and planetary surface operations, This will help inform decisions related to space suit and environmental life support hardware requirements and EVA operational limits for contingency extravehicular activity (EVA) scenarios.

carbon dioxide↗

Integrating Immersive Visualization in Molten-Salt Reactor Waste Management for Experimental Design and Planning

Molten-salt reactors (MSRs) represent a promising solution for next-generation nuclear energy, offering advantages in safety, fuel efficiency, and waste minimization. However, their liquid-fueled design presents unique challenges for spent fuel management, making post-shutdown waste characterization essential for developing effective strategies. Despite this need, there is a notable absence of visualization platforms specifically tailored to the unique characteristics and analytical requirements of MSR waste management. Existing tools in the nuclear industry are primarily designed for reactor operations or generic data exploration and lack both integration with MSR-specific multiphysics frameworks and the ability to simultaneously visualize time-dependent thermal fields, chemical composition evolution, and radiation distribution patterns. To address these limitations, this paper presents an immersive virtual reality (VR) visualization platform that processes and displays high-fidelity multiphysics simulation output from the Multiphysics Object-Oriented Simulation Environment (MOOSE) framework in real-time, using Unity. The platform visualizes MSR waste characteristics such as nuclide decay, salt cooling, and corrosion by using Exodus II output data and running on a VR headset. It includes a user-friendly interface with features such as visibility toggling, cross-sectional slicing, and time-series animation for exploring simulation data. These capabilities support experimental design, stakeholder engagement, and public communication by making complex reactor behavior more accessible and understandable. By enhancing spatial reasoning and reducing cognitive load, this immersive environment fosters more effective communication and decision-making in MSR waste management.

11 - NUCLEAR FUEL CYCLE AND FUEL MATERIALS↗

Integrating Immersive Visualization in Molten-Salt Reactor Waste Management for Experimental Design and Planning

The Molten Salt Reactor (MSR) represents a significant innovation in nuclear technology, offering several operational and safety benefits over traditional solid-fuel reactors. However, MSRs face uncertainties in waste management due to their flexible designs and variable waste compositions. To address these challenges, we propose a visualization platform that illustrates solutions and performance predictions for various waste management strategies, enhancing user experience and improving strategy and communication. Immersive visualizations are widely used in the nuclear industry for training, simulation, and safety enhancement. Our project aims to develop a visualization platform incorporating virtual reality (VR) technologies to illustrate MSR characteristics immediately following reactor shutdown. This immersive simulation will allow users to interact, explore, and understand different waste management strategies. The platform will display MSR reactor characterizations, including nuclide decay, salt solidification, and corrosion, which are crucial for assessing and selecting backend management strategies. Using the Meta Quest 3 VR headset with Unity software, our platform will provide real-scale visualizations, enabling users to experience and evaluate designs and plans as if they were physically present. This user-friendly interface will make complex data accessible and understandable for non-domain experts, aiding in decision-making for MSR waste management. Our proposed visualization workflow can be applied to other nuclear reactors, assisting in the design and planning of waste management strategies.

11 - NUCLEAR FUEL CYCLE AND FUEL MATERIALS↗

Immersive Scientific Visualization of Molten-Salt Reactor Waste Characteristics Using Virtual Reality

Immersive visualization is changing how we explore, communicate, and understand complex scientific systems. In nuclear energy, an area in which data are often multidimensional, time-dependent, and difficult to interpret, virtual reality (VR) represents a powerful and intuitive informational medium. This work introduces a VR-based platform that visualizes the post-shutdown behavior and waste management lifecycle of molten-salt reactors (MSRs), a next-generation reactor type with unique operational and safety characteristics. The platform, built in Unity, is streamed on the Meta Quest 3 headset. It transforms high-fidelity simulation data into an interactive, immersive experience. Users can explore time-dependent reactor characteristics such as nuclide decay, which is a key factor for evaluating reactor waste strategies. The datasets were generated using the MOOSE (Multiphysics Object-Oriented Simulation Environment) framework and then processed through ParaView scripting for smooth integration into Unity. From a visualization standpoint, the platform emphasizes spatial storytelling, temporal exploration, and user-centered interaction. Users can navigate 3D reactor geometries, slice through volumetric data, and manipulate time to observe how physical phenomena evolve. Real-scale rendering and embodied interaction make the experience feel tangible. The interface is designed to be accessible, even to those without nuclear or simulation expertise. This lowers the barrier for stakeholders, policymakers, and the general public, while still supporting expert analysis and collaborative decision-making. This work shows how immersive visualization can function as both a scientific tool and a communication interface. By integrating simulation, processing, and visualization into a cohesive workflow, we offer a scalable framework for immersive scientific storytelling. The modular design supports future extensions to other reactor types and lifecycle stages, from shutdown to long-term storage, making the platform adaptable for both research and outreach.

99 - GENERAL AND MISCELLANEOUS↗

Developing a Natural User Interface and Facial Recognition System With OpenCV and the Microsoft Kinect

The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.

Human Interfaces↗

Chemical screening by time-resolved X-ray scattering to discover allosteric probes

Abstract Drug discovery relies on efficient identification of small-molecule leads and their interactions with macromolecular targets. However, understanding how chemotypes impact mechanistically important conformational states often remains secondary among high-throughput discovery methods. Here, we present a conformational discovery pipeline integrating time-resolved, high-throughput small-angle X-ray scattering (TR-HT-SAXS) and classic fragment screening applied to allosteric states of the mitochondrial import oxidoreductase apoptosis-inducing factor (AIF). By monitoring oxidized and X-ray-reduced AIF states, TR-HT-SAXS leverages structure and kinetics to generate a multidimensional screening dataset that identifies fragment chemotypes allosterically stimulating AIF dimerization. Fragment-induced dimerization rates, quantified with time-resolved SAXS similarity analysis ( k VR ), capture structure–activity relationships (SAR) across the top-ranked 4-aminoquinoline chemotype. Crystallized AIF–aminoquinoline complexes validate TR-SAXS-guided SAR, supporting this conformational chemotype for optimization. AIF–aminoquinoline structures and mutational analysis reveal active site F482 as an underappreciated allosteric stabilizer of AIF dimerization. This conformational discovery pipeline illustrates TR-HT-SAXS as an effective technology for targeting chemical leads to important macromolecular states.

37 INORGANIC, ORGANIC, PHYSICAL, AND ANALYTICAL CH↗

Model-agnostic likelihood for the reinterpretation of the 𝐵 + → 𝐾 + ⁢$𝑣\bar{𝑣}$ measurement at Belle II

We recently measured the branching fraction of the 𝐵 + → 𝐾 + ⁢$𝑣\bar{𝑣}$ decay using 362 fb −1 of on-resonance 𝑒 + ⁢𝑒 − collision data under the assumption of Standard Model kinematics, providing the first evidence for this decay. To facilitate future reinterpretations and maximize the scientific impact of this measurement, we publicly release the full analysis likelihood along with all necessary material required for reinterpretation under arbitrary theoretical models sensitive to this measurement. In this work, we demonstrate how the measurement can be reinterpreted within the framework of the weak effective theory. Using a kinematic reweighting technique in combination with the published likelihood, we derive marginal posterior distributions for the Wilson coefficients, construct credible intervals, and assess the goodness of fit to the Belle II data. For the weak effective theory Wilson coefficients, the posterior mode of the magnitudes |𝐶 VL +𝐶 VR |, |𝐶 SL +𝐶 SR |, and |𝐶 TL | corresponds to the point (11.3, 0.0, 8.2). The respective 95% credible intervals are [1.9, 16.2], [0.0, 15.4], and [0.0, 11.2].

bottom quark↗

Physics-Informed Graph Neural Networks for Collaborative Dynamic Reconfiguration and Voltage Regulation in Unbalanced Distribution Systems

Network reconfiguration has long been employed as a strategic approach to minimize power distribution system losses and effectively regulate voltage levels. Tap-changing voltage regulators are also critical for controlling bus voltages, especially in accommodating the increasing integration of distributed energy resources (DERs) with intermittent outputs. This paper introduces novel methodologies to address the challenges of dynamic reconfiguration and optimal tap setting in unbalanced three-phase distribution systems. We propose an approximated mixed-integer quadratically constrained program (MIQCP) to model dynamic reconfiguration, along with a pioneering formulation for voltage regulator (VR) tap-setting based on Special Ordered Set type 1 (SOS1). To mitigate computational complexity, we propose a physics-informed spatial-temporal graph convolutional network (STGCN) with an integrated link classifier. The proposed approach enables efficient solution generation by fixing specific variables in the MIQCP instance and solving the simplified sub-MIP using an MIP solver. Numerical studies demonstrate the superior prediction accuracy of our STGCN model compared to baseline neural network models, resulting in reduced DER curtailment and voltage deviation with shorter computation time.

dynamic reconfiguration↗

LatticeAnalytics: Strut-Level Visualization and Inspection of Additively Manufactured Lattice Structures

Additive manufacturing (AM) is revolutionizing the production of custom components with complex internal geometries, essential for high-performance applications in diverse fields such as medicine and defense. These AM parts optimize strength while minimizing weight by utilizing internal lattice structures consisting of large quantities of small interconnected struts. However, the complexity of these structures, combined with the challenges of using X-ray Computed Tomography (XCT) data, makes validation of part reliability difficult. This ultimately inhibits the development of novel parts for our collaborating material scientists. Here, we introduce LatticeAnalytics, a novel framework specifically designed for visual inspection of defects in these lattice structures. Our framework offers an end-to-end solution that includes the data management of XCT scans, enables remote access for geographically dispersed teams through a web-based dashboard, and incorporates novel visualizations. Our analysis is facilitated by a coarse alignment between the lattice’s nominal model, a spatial graph, and the XCT data. We employ a simple VR-based approach for fast and rough alignment, followed by an offline registration and identification of the struts. With the nodes and struts aligned and identified in the volume, our framework allows querying of subvolumes containing a single strut at multiple resolutions. This avoids computation over the entire lattice and also allow for easy parallelization of down-stream computations, such as strut-specific metrics. To depict a fast overview of the strut quality, we introduce two innovative visual encodings, crucial for our collaborators’ research in creating novel AM parts: the Contour View and the Roughness Map, which depict critical geometrical and surface features of individual struts in standardized two 2D views. We evaluated the integrated system through expert interviews. The feedback confirms the framework’s practicality and its effectiveness in enhancing current inspection workflows. It solves major bottlenecks for our collaborators, ultimately helping them create novel parts with advanced properties.

Miao, Haichao [Lawrence Livermore National Laborat↗

Ascribe XR v0.1.0

Ascribe XR is an immersive visualization software designed for scientists and engineers working with 3D data sets. Its key features include interactive exploration, multi-user collaboration, and flexible data import capabilities, supporting various formats such as meshes, volumes, and terrain maps. The software utilizes Godot, OpenXR and PC-VR technology to provide an immersive experience. Ascribe XR is used for data analysis, visualization, and collaboration in various fields, enabling users to gain deeper insights into complex data sets. Its advantages over similar technologies include its flexibility, customizability, and ease of use. Ascribe XR's interactive and immersive environment facilitates collaboration and accelerates the discovery process. Compared to traditional 2D visualization tools, Ascribe XR offers a more engaging and intuitive experience, allowing users to explore complex data sets in a more natural and interactive way. Its ability to support multi-user collaboration and flexible data import capabilities make it a versatile tool for various applications. Overall, Ascribe XR provides a unique combination of features, usability, and performance, making it an attractive solution for scientists and engineers working with 3D data sets.

Pandolfi, Ronald [Lawrence Berkeley National Labor↗