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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

Human interaction with an intelligent computer in multi-task situations

A general formulation of human decision making in multiple task situations is presented. It includes a description of the state, event, and action space in which the multiple task supervisor operates. A specific application to a failure detection and correction situation is discussed and results of a simulation experiment presented. Issues considered include static vs. dynamic allocation of responsibility and competitive vs. cooperative intelligence.

Rouse, W. B.↗

Usability Evaluation of NASA TOPS Open Science 101

This report presents a usability evaluation of NASA’s Open Science 101 (OS101) interface. It offers design recommendations for improving the user experience (UX) and user interface (UI) of the initial self-paced OS101 release. The author initially conducted an independent heuristic evaluation, followed by an analysis of written user feedback to corroborate findings. Overall, the usability evaluation found that the OS101 interface offers a linear and interactive UX, with areas for improvement across five major, three minor, and two cosmetic aspects of usability.

Human-Computer Interaction↗

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↗

Bridging cognitive gaps between user and model in interactive dimension reduction

Interactive machine learning (ML) systems are difficult to design because of the "Two Black Boxes" problem that exists at the interface between human and machine. Many algorithms that are used in interactive ML systems are black boxes that are presented to users, while the human cognition represents a second black box that can be difficult for the algorithm to interpret. These two black boxes create cognitive gaps between the user and the interactive ML model when a user interacts with the system. In this paper, we identify several cognitive gaps that exist in a previously-developed interactive visual analytics (VA) system, Andromeda. These cognitive gaps that we are addressing in Andromeda are representative of common problems in other VA systems. Our goal with this work is to open both black boxes and bridge these cognitive gaps by making improvements to the original Andromeda system, including designing new visual features to help people better understand how Andromeda processes and interacts with data and improving the underlying algorithm so that the Andromeda system can better understand the intent of the user during the data exploration process. We evaluate our designs through both qualitative and quantitative analysis (i.e., user study and simulation analysis), and the results confirm that the improved Andromeda system outperforms the original version significantly in a series of high-dimensional data understanding tasks.

97 MATHEMATICS AND COMPUTING↗

Immersive Visual Analytics for Transformative Neutron Scattering Science

The ORNL Spallation Neutron Source (SNS) provides the most intense pulsed neutron beams in the world for scientific research and development across a broad range of disciplines. SNS experiments produce large volumes of complex data that are analyzed by scientists with varying degrees of experience using 3D visualization and analysis systems. However, it is notoriously difficult to achieve proficiency with 3D visualizations. Because 3D representations are key to understanding the neutron scattering data, scientists are unable to analyze their data in a timely fashion resulting in inefficient use of the limited and expensive SNS beam time. We believe a more intuitive interface for exploring neutron scattering data can be created by combining immersive virtual reality technology with high performance data analytics and human interaction. In this paper, we present our initial investigations of immersive visualization concepts as well as our vision for an immersive visual analytics framework that could lower the barriers to 3D exploratory data analysis of neutron scattering data at the SNS.

data visualization↗

Exocortex Network for AI-Augmented Human-Led Scientific Expedition

AI advances in science can be viewed along two main directions with a fluid boundary: enhancing efficiency through automation and smart tools to accelerate tasks that humans can already perform; and enabling exploration into uncharted territories and potentially toward AGI. These advances manifest in the AI cognitive core through the development and explainability of foundation models; in the physical embodiment of instruments and facilities; and in the integrated agency of AI workflows exemplified by the science exocortex. To address the role of humans in this evolving landscape, in this Perspective, we suggest a third direction: the development of personalized agents that form human-centered networks, supporting both efficiency and exploration while ensuring that AI remains aligned with human vision.

97 MATHEMATICS AND COMPUTING↗

WE-AB-209-12: Quasi Constrained Multi-Criteria Optimization for Automated Radiation Therapy Treatment Planning

Purpose: To introduce quasi-constrained Multi-Criteria Optimization (qcMCO) for unsupervised radiation therapy optimization which generates alternative patient-specific plans emphasizing dosimetric tradeoffs and conformance to clinical constraints for multiple delivery techniques. Methods: For N Organs At Risk (OARs) and M delivery techniques, qcMCO generates M(N+1) alternative treatment plans per patient. Objective weight variations for OARs and targets are used to generate alternative qcMCO plans. For 30 locally advanced lung cancer patients, qcMCO plans were generated for dosimetric tradeoffs to four OARs: each lung, heart, and esophagus (N=4) and 4 delivery techniques (simple 4-field arrangements, 9-field coplanar IMRT, 27-field non-coplanar IMRT, and non-coplanar Arc IMRT). Quasi-constrained objectives included target prescription isodose to 95% (PTV-D95), maximum PTV dose (PTV-Dmax)< 110% of prescription, and spinal cord Dmax<45 Gy. The algorithm’s ability to meet these constraints while simultaneously revealing dosimetric tradeoffs was investigated. Statistically significant dosimetric tradeoffs were defined such that the coefficient of determination between dosimetric indices which varied by at least 5 Gy between different plans was >0.8. Results: The qcMCO plans varied mean dose by >5 Gy to ipsilateral lung for 24/30 patients, contralateral lung for 29/30 patients, esophagus for 29/30 patients, and heart for 19/30 patients. In the 600 plans computed without human interaction, average PTV-D95=67.4±3.3 Gy, PTV-Dmax=79.2±5.3 Gy, and spinal cord Dmax was >45 Gy in 93 plans (>50 Gy in 2/600 plans). Statistically significant dosimetric tradeoffs were evident in 19/30 plans, including multiple tradeoffs of at least 5 Gy between multiple OARs in 7/30 cases. The most common statistically significant tradeoff was increasing PTV-Dmax to reduce OAR dose (15/30 patients). Conclusion: The qcMCO method can conform to quasi-constrained objectives while revealing significant variations in OAR doses including mean dose reductions >5 Gy. Clinical implementation will facilitate patient-specific decision making based on achievable dosimetry as opposed to accept/reject models based on population derived objectives.

60 APPLIED LIFE SCIENCES↗

Remote manipulator with force feed-back

Controller for remote manipulators gives user "feel" for forces required to lift, slide, turn, and otherwise handle objects. Because operator experiences sensations similar to those he would perceive if he handled objects directly, he needs much less skill and training for manipulator than for one with force feedback. It was developed to handle hazardous materials, such as radioactive substances, explosives, or corrosive chemicals. Other possible uses include tracking moving objects, vehicle control, and human interaction with computers (for example, via three dimensional display of computer model).

Hill, J. W.↗

Incorporating Endmember Variability into Spectral Mixture Analysis Through Endmember Bundles

Variation in canopy structure and biochemistry induces a concomitant variation in the top-of-canopy spectral reflectance of a vegetation type. Hence, the use of a single endmember spectrum to track the fractional abundance of a given vegetation cover in a hyperspectral image may result in fractions with considerable error. One solution to the problem of endmember variability is to increase the number of endmembers used in a spectral mixture analysis of the image. For example, there could be several tree endmembers in the analysis because of differences in leaf area index (LAI) and multiple scatterings between leaves and stems. However, it is often difficult in terms of computer or human interaction time to select more than six or seven endmembers and any non-removable noise, as well as the number of uncorrelated bands in the image, limits the number of endmembers that can be discriminated. Moreover, as endmembers proliferate, their interpretation becomes increasingly difficult and often applications simply need the aerial fractions of a few land cover components which comprise most of the scene. In order to incorporate endmember variability into spectral mixture analysis, we propose representing a landscape component type not with one endmember spectrum but with a set or bundle of spectra, each of which is feasible as the spectrum of an instance of the component (e.g., in the case of a tree component, each spectrum could reasonably be the spectral reflectance of a tree canopy). These endmember bundles can be used with nonlinear optimization algorithms to find upper and lower bounds on endmember fractions. This approach to endmember variability naturally evolved from previous work in deriving endmembers from the data itself by fitting a triangle, tetrahedron or, more generally, a simplex to the data cloud reduced in dimension by a principal component analysis. Conceptually, endmember variability could make it difficult to find a simplex that both surrounds the data cloud and has vertices that are realistic endmember spectra with reflectances between 0 and 1. In this paper, we create endmember bundles and bounding fraction images for an AVIRIS subscene simulated with a plant canopy radiative transfer model. The simulated subscene is spatially patterned after a subscene from the AVIRIS image acquired August, 1993 over La Copita, Texas. In addition, for comparison, we performed a traditional unmixing with image endmembers.

Bateson, C. Ann↗

Methods for Determining the Level of Autonomy to Design into a Human Spaceflight Vehicle: A Function Specific Approach

The next-generation human spaceflight vehicle is in a unique position to realize the benefits of more than thirty years of technological advancements since the Space Shuttle was designed. Computer enhancements, the emergence of highly reliable decision-making algorithms, and an emphasis on efficiency make an increased use of autonomous systems highly likely. NASA is in a position to take advantage of these advances and apply them to the human spaceflight environment. One of the key paradigm shifts will be the shift, where appropriate, of monitoring, option development, decision-making, and execution responsibility from humans to an Autonomous Flight Management (AFM) system. As an effort to reduce risk for development of an AFM system, NASA engineers are developing a prototype to prove the utility of previously untested autonomy concepts. This prototype, called SMART (Spacecraft Mission Assessment and Replanning Tool), is a functionally decomposed flight management system with an appropriate level of autonomy for each of its functions. As the development of SMART began, the most important and most often asked question was, How autonomous should an AFM system be? A thorough study of the literature through 2002 surrounding autonomous systems has not yielded a standard method for designing a level of autonomy into either a crewed vehicle or an uncrewed vehicle. The current focus in the literature on defining autonomy is centered on developing IQ tests for built systems. The literature that was analyzed assumes that the goal of all systems is to strive for complete autonomy from human intervention, rather than identifying how autonomous each function within the system should have been. In contrast, the SMART team developed a method for determining the appropriate level of autonomy to be designed into each function within a system. This paper summarizes the development of the Level of Autonomy Assessment Tool and its application to the SMART project.

AFM (AUTONOMOUS FLIGHT MANAGEMENT)↗

Volumetric 3D Display System with Static Screen

Current display technology has relied on flat, 2D screens that cannot truly convey the third dimension of visual information: depth. In contrast to conventional visualization that is primarily based on 2D flat screens, the volumetric 3D display possesses a true 3D display volume, and places physically each 3D voxel in displayed 3D images at the true 3D (x,y,z) spatial position. Each voxel, analogous to a pixel in a 2D image, emits light from that position to form a real 3D image in the eyes of the viewers. Such true volumetric 3D display technology provides both physiological (accommodation, convergence, binocular disparity, and motion parallax) and psychological (image size, linear perspective, shading, brightness, etc.) depth cues to human visual systems to help in the perception of 3D objects. In a volumetric 3D display, viewers can watch the displayed 3D images from a completely 360 view without using any special eyewear. The volumetric 3D display techniques may lead to a quantum leap in information display technology and can dramatically change the ways humans interact with computers, which can lead to significant improvements in the efficiency of learning and knowledge management processes. Within a block of glass, a large amount of tiny dots of voxels are created by using a recently available machining technique called laser subsurface engraving (LSE). The LSE is able to produce tiny physical crack points (as small as 0.05 mm in diameter) at any (x,y,z) location within the cube of transparent material. The crack dots, when illuminated by a light source, scatter the light around and form visible voxels within the 3D volume. The locations of these tiny voxels are strategically determined such that each can be illuminated by a light ray from a high-resolution digital mirror device (DMD) light engine. The distribution of these voxels occupies the full display volume within the static 3D glass screen. This design eliminates any moving screen seen in previous approaches, so there is no image jitter, and has an inherent parallel mechanism for 3D voxel addressing. High spatial resolution is possible with a full color display being easy to implement. The system is low-cost and low-maintenance.

Geng, Jason↗

Designing and Developing Web-Based Administrative Tools for Program Management

The task assigned for this internship was to develop a new tool for tracking projects, their subsystems, the leads, backups, and other employees assigned to them, as well as all the relevant information related to the employee (WBS (time charge) codes, time distribution, certifications, and assignments). Currently, this data is tracked manually using a number of different spreadsheets and other tools simultaneously by a number of different people; some of these documents are then merged into one large document. This often leads to inconsistencies and loss in data due to human error. By simplifying the process of tracking this data and aggregating it into a single tool, it is possible to significantly decrease the potential for human error and time spent collecting and checking this information. II. Objective The main objective of this internship is to develop a web-based tool using Ruby on Rails to serve as a method of easily tracking projects, subsystems, and points of contact, along with employees, their assignments, time distribution, certifications, and contact information. Additionally, this tool must be capable of generating a number of different reports based on the data collected. It was important that this tool deliver all of this information using a readable and intuitive interface.

Material↗

EnDEVR: An Environment for Data Engineering in VR

Organizations within the public and private sectors are looking to improve their data science operations for research, development, and operational purposes. As this interest in data science grows, so too does interest in tools and programs that facilitating such operations. This paper presents EnDEVR, the Environment for Data Engineering in Virtual Reality, a user-extensible system that allows for the execution of custom data science functions. We describe the user-centered design process for the EnDEVR system, based on the needs of subject matter experts within the aerospace and aviation industries. Fundamental to this design is a method for users to integrate their existing analysis code (that may leverage third-party vendors) as usable objects in the virtual environment; this allows organizations to operate without the price tag and lifetime obligations associated with commercial data science toolkits, a concept known as “vendor lock-in”. We then present our system design with iterative implementations, and conclude with lessons learned. The presented work may provide insight into future user-centered design processes for VR applications, particularly for digital transformation stakeholders to circumvent vendor lock-in.

Human-centered computing↗

Arm DevSummit Keynote: Environment for Data Engineering in Virtual Reality: Ethical Considerations

Currently, the US Government is going through a large-scale data Transformation effort, where the GSA playbook is guiding all agencies to make their processes data-driven with the help of emerging technologies. To address concerns about algorithm sharing, AI adoption, and vendor lock-in, the NASA Langley Research Center Digital Transformation Group has developed the Environment for Data Engineering in Virtual Reality (EnDEVR), a data science ecosystem that allows users to command and investigate customizable data analyses from a VR environment. The system has been evaluated in the Oculus Rift S and Quest environments, two popular VR systems powered by the ARM architecture. Current and future development will employ several AI capabilities to guide research and automation within the environment and to facilitate algorithm sharing. In this talk, we will discuss the results of an initial ethical investigation and recommended considerations for the use of AI within the system.

Artificial Intelligence↗

Enabling Communication Between Astronauts and Ground Teams for Space Exploration Missions

Over the last four years, Playbook’s Mission Log has evolved to become an enabling capability for analog missions that simulate deep space, exploration missions with communication transmission latency. Playbook is a planning and execution web-application for mission operations, aggregating multiple sources of information for astronauts to execute the mission in one place: timeline, procedures, chat interface. Playbook’s Mission Log provides a multimedia chat software interface with unique features and functionalities that support asynchronous communication between analog astronauts and ground support teams. This paper describes the iterative design the Mission Log has undergone based on user observations and solicited feedback. Key features include indicators that help users cope with asynchronous communication as well as aids that assist teams coordinate work. Future work and capabilities are outlined, which build upon the increased use of the Mission Log as a communication and coordination tool for space exploration.

communication↗

Inferring Collaboration Strategies and Usability from Remote Observations in a Spaceflight Analog Environment

Collecting usability and user evaluations of novel software in spaceflight analog missions is challenging. For one such analog mission, we collected audio recordings of crew members as they completed their assigned self-scheduling task using novel software. Conversation analysis provided insight about collaborative nature of task and potential new evaluation measures.

human computer interaction↗