Search NASA⌕ Search

SEARCH · Search NASA

Results for “Virtual manipulation”

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.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 127 records · Page 7

A Virtual Presence Interface for a Scanning Probe Microscope

A viewgraph presentation (with an explanation for each slide) gives an overview of the nanomanipulator system and outlines which sciences have been enabled by the nanomanipulator. The nanomanipulator system components are described. The sciences enabled by the nanomanipulator include adenovirus, carbon nanotubes, DNA manipulation, and fibrin manipulation. Details on each of these sciences are given.

Aron Helser↗

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.↗

Design and Development of a Virtual Facility Tour Using iPIX(TM) Technology

The capabilities of the iPIX virtual tour software, in conjunction with a web-based interface create a unique and valuable system that provides users with an efficient virtual capability to tour facilities while being able to acquire the necessary technical content is demonstrated. A users guide to the Mechanics and Durability Branch's virtual tour is presented. The guide provides the user with instruction on operating both scripted and unscripted tours as well as a discussion of the tours for Buildings 1148, 1205 and 1256 and NASA Langley Research Center. Furthermore, an indepth discussion has been presented on how to develop a virtual tour using the iPIX software interface with conventional html and JavaScript. The main aspects for discussion are on network and computing issues associated with using this capability. A discussion of how to take the iPIX pictures, manipulate them and bond them together to form hemispherical images is also presented. Linking of images with additional multimedia content is discussed. Finally, a method to integrate the iPIX software with conventional HTML and JavaScript to facilitate linking with multi-media is presented.

Farley, Douglas L.↗

Calculation of forces on magnetized bodies using COSMIC NASTRAN

The methods described may be used with a high degree of confidence for calculations of magnetic traction forces normal to a surface. In this circumstance all models agree, and test cases have resulted in theoretically correct results. It is shown that the tangential forces are in practice negligible. The surface pole method is preferable to the virtual work method because of the necessity for more than one NASTRAN run in the latter case, and because distributed forces are obtained. The derivation of local forces from the Maxwell stress method involves an undesirable degree of manipulation of the problem and produces a result in contradiction of the surface pole method.

Sheerer, John↗

Mixed Real/Virtual Operator Interface for ATHLETE

The mixed real/virtual operator interface for ATHLETE (MSim-ATHLETE) is a new software system for operating manipulation and inspection tasks in JPL s ATHLETE (All-Terrain Hex-Legged Extra-Terrestrial Explorer). The system presents the operator with a graphical model of the robot and a palette of available joint types. Once virtual articulations are constructed for a task, the operator can move any joint or link, and the system interactively responds in realtime with a compatible motion for all joints that best satisfies all constraints.

Norris, Jeffrey S.↗

ISAIA: Interoperable Systems for Archival Information Access

The ISAIA project was originally proposed in 1999 as a successor to the informal AstroBrowse project. AstroBrowse, which provided a data location service for astronomical archives and catalogs, was a first step toward data system integration and interoperability. The goals of ISAIA were ambitious: '...To develop an interdisciplinary data location and integration service for space science. Building upon existing data services and communications protocols, this service will allow users to transparently query hundreds or thousands of WWW-based resources (catalogs, data, computational resources, bibliographic references, etc.) from a single interface. The service will collect responses from various resources and integrate them in a seamless fashion for display and manipulation by the user.' Funding was approved only for a one-year pilot study, a decision that in retrospect was wise given the rapid changes in information technology in the past few years and the emergence of the Virtual Observatory initiatives in the US and worldwide. Indeed, the ISAIA pilot study was influential in shaping the science goals, system design, metadata standards, and technology choices for the virtual observatory. The ISAIA pilot project also helped to cement working relationships among the NASA data centers, US ground-based observatories, and international data centers. The ISAIA project was formed as a collaborative effort between thirteen institutions that provided data to astronomers, space physicists, and planetary scientists. Among the fruits we ultimately hoped would come from this project would be a central site on the Web that any space scientist could use to efficiently locate existing data relevant to a particular scientific question. Furthermore, we hoped that the needed technology would be general enough to allow smaller, more-focused community within space science could use the same technologies and standards to provide more specialized services. A major challenge to searching for data across a broad community is that information that describe some data products are either not relevant to other data or not applicable in the same way. Some previous metadata standard development efforts (e.g., in the earth science and library communities) have produced standards that are very large and difficult to support. To address this problem, we studied how a standard may be divided into separable pieces. Data providers that wish to participate in interoperable searches can support only those parts of the standard that are relevant to them. We prototyped a top-level metadata standard that was small and applicable to all space science data.

Hanisch, Robert J.↗

Virtual environment display for a 3D audio room simulation

The development of a virtual environment simulation system integrating a 3D acoustic audio model with an immersive 3D visual scene is discussed. The system complements the acoustic model and is specified to: allow the listener to freely move about the space, a room of manipulable size, shape, and audio character, while interactively relocating the sound sources; reinforce the listener's feeling of telepresence in the acoustical environment with visual and proprioceptive sensations; enhance the audio with the graphic and interactive components, rather than overwhelm or reduce it; and serve as a research testbed and technology transfer demonstration. The hardware/software design of two demonstration systems, one installed and one portable, are discussed through the development of four iterative configurations.

Chapin, William L.↗

Generalized compliant motion primitive

This invention relates to a general primitive for controlling a telerobot with a set of input parameters. The primitive includes a trajectory generator; a teleoperation sensor; a joint limit generator; a force setpoint generator; a dither function generator, which produces telerobot motion inputs in a common coordinate frame for simultaneous combination in sensor summers. Virtual return spring motion input is provided by a restoration spring subsystem. The novel features of this invention include use of a single general motion primitive at a remote site to permit the shared and supervisory control of the robot manipulator to perform tasks via a remotely transferred input parameter set.

Backes, Paul G.↗

Still Virtual After All These Years: Recent Developments in the Virtual Solar Observatory

While continuing to add access to data from new missions, including Hinode and STEREO, the Virtual Solar Observatory is also being enhanced as a research tool by the addition of new features such as the unified representation of catalogs and event lists (to allow joined searches in two or more catalogs) and workable representation and manipulation of large numbers of search results (as are expected from the Solar Dynamics Observatory database). Working with our RHESSI colleagues, we have also been able to improve the performance of IDL-callable vso_search and vso_get functions, to the point that use of those routines is a practical alternative to reproducing large subsets of mission data on one's own LAN.

Gurman, Joseph B.↗

High-power graphic computers for visual simulation: a real-time--rendering revolution

Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.

NASA Discipline Space Human Factors↗

Category Learning Research in the Interactive Online Environment Second Life

The interactive online environment Second Life allows users to create novel three-dimensional stimuli that can be manipulated in a meaningful yet controlled environment. These features suggest Second Life's utility as a powerful tool for investigating how people learn concepts for unfamiliar objects. The first of two studies was designed to establish that cognitive processes elicited in this virtual world are comparable to those tapped in conventional settings by attempting to replicate the established finding that category learning systematically influences perceived similarity . From the perspective of an avatar, participants navigated a course of unfamiliar three-dimensional stimuli and were trained to classify them into two labeled categories based on two visual features. Participants then gave similarity ratings for pairs of stimuli and their responses were compared to those of control participants who did not learn the categories. Results indicated significant compression, whereby objects classified together were judged to be more similar by learning than control participants, thus supporting the validity of using Second Life as a laboratory for studying human cognition. A second study used Second Life to test the novel hypothesis that effects of learning on perceived similarity do not depend on the presence of verbal labels for categories. We presented the same stimuli but participants classified them by selecting between two complex visual patterns designed to be extremely difficult to label. While learning was more challenging in this condition , those who did learn without labels showed a compression effect identical to that found in the first study using verbal labels. Together these studies establish that at least some forms of human learning in Second Life parallel learning in the actual world and thus open the door to future studies that will make greater use of the enriched variety of objects and interactions possible in simulated environments compared to traditional experimental situations.

Andrews, Jan↗

Gait Adaptability Training Improves Both Postural Stability and Dual-Tasking Ability

After spaceflight, the process of readapting to Earth's gravity commonly presents crewmembers with a variety of locomotor challenges. Our recent work has shown that the ability to adapt to a novel discordant sensorimotor environment can be increased through preflight training, so one focus of our laboratory has been the development of a gait training countermeasure to expedite the return of normal locomotor function after spaceflight. We used a training system comprising a treadmill mounted on a motion base facing a virtual visual scene that provided a variety of sensory challenges. As part of their participation in a larger retention study, 10 healthy adults completed 3 training sessions during which they walked on a treadmill at 1.1 m/s while receiving discordant support-surface and visual manipulations. After a single training session, subjects stride frequencies improved, and after 2 training sessions their auditory reaction times improved, where improvement was indicated by a return toward baseline values. Interestingly, improvements in reaction time came after stride frequency improvements plateaued. This finding suggests that postural stability was given a higher priority than a competing cognitive task. Further, it demonstrates that improvement in both postural stability and dual-tasking can be achieved with multiple training exposures. We conclude that, with training, individuals become more proficient at walking in discordant sensorimotor conditions and are able to devote more attention to competing tasks.

Brady, Rachel A.↗

A microbased shared virtual world prototype

Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?

Pitts, Gerald↗

Spatial issues in user interface design from a graphic design perspective

The user interface of a computer system is a visual display that provides information about the status of operations on data within the computer and control options to the user that enable adjustments to these operations. From the very beginning of computer technology the user interface was a spatial display, although its spatial features were not necessarily complex or explicitly recognized by the users. All text and nonverbal signs appeared in a virtual space generally thought of as a single flat plane of symbols. Current technology of high performance workstations permits any element of the display to appear as dynamic, multicolor, 3-D signs in a virtual 3-D space. The complexity of appearance and the user's interaction with the display provide significant challenges to the graphic designer of current and future user interfaces. In particular, spatial depiction provides many opportunities for effective communication of objects, structures, processes, navigation, selection, and manipulation. Issues are presented that are relevant to the graphic designer seeking to optimize the user interface's spatial attributes for effective visual communication.

Marcus, Aaron↗

STS-92 Crew Training

Footage shows the crew of STS-92, Commander Brian Duffy, Pilot Pamela A. Melroy, and Mission Specialists Koichi Wakata, Leroy Chiao, Peter J.K. Wisoff, Michael E. Lopez-Alegria, and William S. McArthur during various parts of their training. Clips are seen of the Shuttle bailout training, Shuttle arm and extravehicular activity (EVA) training at the Virtual Reality Lab, EVA training at the Neutral Buoyancy Lab, Shuttle operations training, EVA prep and post training in the Full Fuselage Trainer, ascent and post insertion training in the Guidance Navigation Simulator, and Mission Specialist Wakata in the Shuttle Engineering Dome and training on the Manipulator Development Facility.

Source record↗

Head-coupled remote stereoscopic camera system for telepresence applications

The Virtual Environment Workstation Project (VIEW) at NASA's Ames Research Center has developed a remotely controlled stereoscopic camera system that can be used for telepresence research and as a tool to develop and evaluate configurations for head-coupled visual systems associated with space station telerobots and remore manipulation robotic arms. The prototype camera system consists of two lightweight CCD video cameras mounted on a computer controlled platform that provides real-time pan, tilt, and roll control of the camera system in coordination with head position transmitted from the user. This paper provides an overall system description focused on the design and implementation of the camera and platform hardware configuration and the development of control software. Results of preliminary performance evaluations are reported with emphasis on engineering and mechanical design issues and discussion of related psychophysiological effects and objectives.

Bolas, M. T.↗

Software for Acoustic Rendering

SLAB is a software system that can be run on a personal computer to simulate an acoustic environment in real time. SLAB was developed to enable computational experimentation in which one can exert low-level control over a variety of signal-processing parameters, related to spatialization, for conducting psychoacoustic studies. Among the parameters that can be manipulated are the number and position of reflections, the fidelity (that is, the number of taps in finite-impulse-response filters), the system latency, and the update rate of the filters. Another goal in the development of SLAB was to provide an inexpensive means of dynamic synthesis of virtual audio over headphones, without need for special-purpose signal-processing hardware. SLAB has a modular, object-oriented design that affords the flexibility and extensibility needed to accommodate a variety of computational experiments and signal-flow structures. SLAB s spatial renderer has a fixed signal-flow architecture corresponding to a set of parallel signal paths from each source to a listener. This fixed architecture can be regarded as a compromise that optimizes efficiency at the expense of complete flexibility. Such a compromise is necessary, given the design goal of enabling computational psychoacoustic experimentation on inexpensive personal computers.

Miller, Joel D.↗

A Data Management System for International Space Station Simulation Tools

Groups associated with the design, operational, and training aspects of the International Space Station make extensive use of modeling and simulation tools. Users of these tools often need to access and manipulate large quantities of data associated with the station, ranging from design documents to wiring diagrams. Retrieving and manipulating this data directly within the simulation and modeling environment can provide substantial benefit to users. An approach for providing these kinds of data management services, including a database schema and class structure, is presented. Implementation details are also provided as a data management system is integrated into the Intelligent Virtual Station, a modeling and simulation tool developed by the NASA Ames Smart Systems Research Laboratory. One use of the Intelligent Virtual Station is generating station-related training procedures in a virtual environment, The data management component allows users to quickly and easily retrieve information related to objects on the station, enhancing their ability to generate accurate procedures. Users can associate new information with objects and have that information stored in a database.

Betts, Bradley J.↗