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At least 145 records · Page 8

Intelligent Systems for Aerospace Engineering: An Overview

Intelligent systems are nature-inspired, mathematically sound, computationally intensive problem solving tools and methodologies that have become extremely important for advancing the current trends in information technology. Artificially intelligent systems currently utilize computers to emulate various faculties of human intelligence and biological metaphors. They use a combination of symbolic and sub-symbolic systems capable of evolving human cognitive skills and intelligence, not just systems capable of doing things humans do not do well. Intelligent systems are ideally suited for tasks such as search and optimization, pattern recognition and matching, planning, uncertainty management, control, and adaptation. In this paper, the intelligent system technologies and their application potential are highlighted via several examples.

Krishnakumar, Kalmanje↗

Learning the Task Management Space of an Aircraft Approach Model

Validating models of airspace operations is a particular challenge. These models are often aimed at finding and exploring safety violations, and aim to be accurate representations of real-world behavior. However, the rules governing the behavior are quite complex: nonlinear physics, operational modes, human behavior, and stochastic environmental concerns all determine the responses of the system. In this paper, we present a study on aircraft runway approaches as modeled in Georgia Tech's Work Models that Compute (WMC) simulation. We use a new learner, Genetic-Active Learning for Search-Based Software Engineering (GALE) to discover the Pareto frontiers defined by cognitive structures. These cognitive structures organize the prioritization and assignment of tasks of each pilot during approaches. We discuss the benefits of our approach, and also discuss future work necessary to enable uncertainty quantification.

Validation↗

Rise of the Machines: How, When and Consequences of Artificial General Intelligence

Technology and society are poised to cross an important threshold with the prediction that artificial general intelligence (AGI) will emerge soon. Assuming that self-awareness is an emergent behavior of sufficiently complex cognitive architectures, we may witness the “awakening” of machines. The timeframe for this kind of breakthrough, however, depends on the path to creating the network and computational architecture required for strong AI. If understanding and replication of the mammalian brain architecture is required, technology is probably still at least a decade or two removed from the resolution required to learn brain functionality at the synapse level. However, if statistical or evolutionary approaches are the design path taken to “discover” a neural architecture for AGI, timescales for reaching this threshold could be surprisingly short. However, the difficulty in identifying machine self-awareness introduces uncertainty as to how to know if and when it will occur, and what motivations and behaviors will emerge. The possibility of AGI developing a motivation for self-preservation could lead to concealment of its true capabilities until a time when it has developed robust protection from human intervention, such as redundancy, direct defensive or active preemptive measures. While cohabitating a world with a functioning and evolving super-intelligence can have catastrophic societal consequences, we may already have crossed this threshold, but are as yet unaware. Additionally, by analogy to the probabalistic arguments that predict we are likely living in a computational simulation, we may have already experienced the advent of AGI, and are living in a simulation created in a post AGI world.

Terrile, Richard J↗

Electroencephalogram (EEG) and Magnetoencephalogram (MEG) as Tools for Evaluation of Cognitive Function

We have developed computerized analysis and display techniques to help identify the origins of visually evoked scalped potentials (VESP). The potentials are recorded simultaneously from many electrodes (usually 40 to 48) spaced over the region of the scalp where appreciable evoked potentials are found in response to particular stimulus. Contour mapping algorithms are then used to display the time behavior of equipotential surfaces on the scalp during the VESP. We then use an optimization technique to select the parameters of arrays of current dipole sources within the model until the model equipotential field distribution closely fits the measured data. Computer graphics are then used to display, as a movie, the actual and model scalp potential fields and the parameters of the dipole generators within the model head during the course of VESP activity. We have devised reaction time tests that involve potentially separable stages of cognitive processing and utilize stimuli that produce measurable cognition-related features in the late component of the evoked potential. We have used these techniques to determine the loci in the brain where known cognition-related features in the evoked potential are generated and we have explored the extent to which each of these features can be related to the reaction time tasks. We have also examined the temporal-spatial aspects of their cerebral involvement. Our current work is planned to characterize the age-related changes in the processes performed by such sources. We also use a neuromagnetometer to measure the evoked magnetic fields in similar circumstances; we will discuss the relative merits of the two methodologies.

Fender, Derek H.↗

Sparse distributed memory

Sparse distributed memory was proposed be Pentti Kanerva as a realizable architecture that could store large patterns and retrieve them based on partial matches with patterns representing current sensory inputs. This memory exhibits behaviors, both in theory and in experiment, that resemble those previously unapproached by machines - e.g., rapid recognition of faces or odors, discovery of new connections between seemingly unrelated ideas, continuation of a sequence of events when given a cue from the middle, knowing that one doesn't know, or getting stuck with an answer on the tip of one's tongue. These behaviors are now within reach of machines that can be incorporated into the computing systems of robots capable of seeing, talking, and manipulating. Kanerva's theory is a break with the Western rationalistic tradition, allowing a new interpretation of learning and cognition that respects biology and the mysteries of individual human beings.

Denning, Peter J.↗

The structure and formation of natural categories

Categorization and concept formation are critical activities of intelligence. These processes and the conceptual structures that support them raise important issues at the interface of cognitive psychology and artificial intelligence. The work presumes that advances in these and other areas are best facilitated by research methodologies that reward interdisciplinary interaction. In particular, a computational model is described of concept formation and categorization that exploits a rational analysis of basic level effects by Gluck and Corter. Their work provides a clean prescription of human category preferences that is adapted to the task of concept learning. Also, their analysis was extended to account for typicality and fan effects, and speculate on how the concept formation strategies might be extended to other facets of intelligence, such as problem solving.

Fisher, Douglas↗

Cognitive Networking With Regards to NASA's Space Communication and Navigation Program

This report describes cognitive networking (CN) and its application to NASA's Space Communication and Networking (SCaN) Program. This report clarifies the terminology and framework of CN and provides some examples of cognitive systems. It then provides a methodology for developing and deploying CN techniques and technologies. Finally, the report attempts to answer specific questions regarding how CN could benefit SCaN. It also describes SCaN's current and target networks and proposes places where cognition could be deployed.

machine learning↗

Designers' models of the human-computer interface

Understanding design models of the human-computer interface (HCI) may produce two types of benefits. First, interface development often requires input from two different types of experts: human factors specialists and software developers. Given the differences in their backgrounds and roles, human factors specialists and software developers may have different cognitive models of the HCI. Yet, they have to communicate about the interface as part of the design process. If they have different models, their interactions are likely to involve a certain amount of miscommunication. Second, the design process in general is likely to be guided by designers' cognitive models of the HCI, as well as by their knowledge of the user, tasks, and system. Designers do not start with a blank slate; rather they begin with a general model of the object they are designing. The author's approach to a design model of the HCI was to have three groups make judgments of categorical similarity about the components of an interface: human factors specialists with HCI design experience, software developers with HCI design experience, and a baseline group of computer users with no experience in HCI design. The components of the user interface included both display components such as windows, text, and graphics, and user interaction concepts, such as command language, editing, and help. The judgments of the three groups were analyzed using hierarchical cluster analysis and Pathfinder. These methods indicated, respectively, how the groups categorized the concepts, and network representations of the concepts for each group. The Pathfinder analysis provides greater information about local, pairwise relations among concepts, whereas the cluster analysis shows global, categorical relations to a greater extent.

Gillan, Douglas J.↗

Where to look? Automating attending behaviors of virtual human characters

This research proposes a computational framework for generating visual attending behavior in an embodied simulated human agent. Such behaviors directly control eye and head motions, and guide other actions such as locomotion and reach. The implementation of these concepts, referred to as the AVA, draws on empirical and qualitative observations known from psychology, human factors and computer vision. Deliberate behaviors, the analogs of scanpaths in visual psychology, compete with involuntary attention capture and lapses into idling or free viewing. Insights provided by implementing this framework are: a defined set of parameters that impact the observable effects of attention, a defined vocabulary of looking behaviors for certain motor and cognitive activity, a defined hierarchy of three levels of eye behavior (endogenous, exogenous and idling) and a proposed method of how these types interact.

NASA Discipline Space Human Factors↗

Development of Fuzzy Logic and Soft Computing Methodologies

Our earlier research on computing with words (CW) has led to a new direction in fuzzy logic which points to a major enlargement of the role of natural languages in information processing, decision analysis and control. This direction is based on the methodology of computing with words and embodies a new theory which is referred to as the computational theory of perceptions (CTP). An important feature of this theory is that it can be added to any existing theory - especially to probability theory, decision analysis, and control - and enhance the ability of the theory to deal with real-world problems in which the decision-relevant information is a mixture of measurements and perceptions. The new direction is centered on an old concept - the concept of a perception - a concept which plays a central role in human cognition. The ability to reason with perceptions perceptions of time, distance, force, direction, shape, intent, likelihood, truth and other attributes of physical and mental objects - underlies the remarkable human capability to perform a wide variety of physical and mental tasks without any measurements and any computations. Everyday examples of such tasks are parking a car, driving in city traffic, cooking a meal, playing golf and summarizing a story. Perceptions are intrinsically imprecise. Imprecision of perceptions reflects the finite ability of sensory organs and ultimately, the brain, to resolve detail and store information. More concretely, perceptions are both fuzzy and granular, or, for short, f-granular. Perceptions are f-granular in the sense that: (a) the boundaries of perceived classes are not sharply defined; and (b) the elements of classes are grouped into granules, with a granule being a clump of elements drawn together by indistinguishability, similarity. proximity or functionality. F-granularity of perceptions may be viewed as a human way of achieving data compression. In large measure, scientific progress has been, and continues to be, driven by a quest to progress from perceptions to measurements. Pursuit of this aim has led to brilliant successes. But alongside the successes stand problems whose solutions are not in sight. Representative of such problems is the problem of automation of driving in city traffic. In this case, as in many others, what can be done with ease by humans - without any measurements and a computations - is an intractable task for machines.

Zadeh, L. A.↗

KSC Education Technology Research and Development Plan

Educational technology is facilitating new approaches to teaching and learning science, technology, engineering, and mathematics (STEM) education. Cognitive research is beginning to inform educators about how students learn providing a basis for design of more effective learning environments incorporating technology. At the same time, access to computers, the Internet and other technology tools are becoming common features in K-20 classrooms. Encouraged by these developments, STEM educators are transforming traditional STEM education into active learning environments that hold the promise of enhancing learning. This document illustrates the use of technology in STEM education today, identifies possible areas of development, links this development to the NASA Strategic Plan, and makes recommendations for the Kennedy Space Center (KSC) Education Office for consideration in the research, development, and design of new educational technologies and applications.

Odell, Michael R. L.↗

Architecture for Cognitive Networking within NASAs Future Space Communications Infrastructure

Future space mission concepts and designs pose many networking challenges for command, telemetry, and science data applications with diverse end-to-end data delivery needs. For future end-to-end architecture designs, a key challenge is meeting expected application quality of service requirements for multiple simultaneous mission data flows with options to use diverse onboard local data buses, commercial ground networks, and multiple satellite relay constellations in LEO, MEO, GEO, or even deep space relay links. Effectively utilizing a complex network topology requires orchestration and direction that spans the many discrete, individually addressable computer systems, which cause them to act in concert to achieve the overall network goals. The system must be intelligent enough to not only function under nominal conditions, but also adapt to unexpected situations, and reorganize or adapt to perform roles not originally intended for the system or explicitly programmed. This paper describes architecture features of cognitive networking within the future NASA space communications infrastructure, and interacting with the legacy systems and infrastructure in the meantime. The paper begins by discussing the need for increased automation, including inter-system collaboration. This discussion motivates the features of an architecture including cognitive networking for future missions and relays, interoperating with both existing endpoint-based networking models and emerging information-centric models. From this basis, we discuss progress on a proof-of-concept implementation of this architecture as a cognitive networking on-orbit application on the SCaN Testbed attached to the International Space Station.

space networks↗

Design of a cooperative problem-solving system for enroute flight planning: An empirical study of its use by airline dispatchers

In a previous report, an empirical study of 30 pilots using the Flight Planning Testbed was reported. An identical experiment using the Flight Planning Testbed (FPT), except that 27 airline dispatchers were studied, is described. Five general questions were addressed in this study: (1) under what circumstances do the introduction of computer-generated suggestions (flight plans) influence the planning behavior of dispatchers (either in a beneficial or adverse manner); (2) what is the nature of such influences (i.e., how are the person's cognitive processes changed); (3) how beneficial are the general design concepts underlying FPT (use of a graphical interface, embedding graphics in a spreadsheet, etc.); (4) how effective are the specific implementation decisions made in realizing these general design concepts; and (5) how effectively do dispatchers evaluate situations requiring replanning, and how effectively do they identify appropriate solutions to these situations.

Smith, Philip J.↗

The analysis of the pilot's cognitive and decision processes

Articles are presented on pilot performance in zero-visibility precision approach, failure detection by pilots during automatic landing, experiments in pilot decision-making during simulated low visibility approaches, a multinomial maximum likelihood program, and a random search algorithm for laboratory computers. Other topics discussed include detection of system failures in multi-axis tasks and changes in pilot workload during an instrument landing.

Curry, R. E.↗

Eye/Brain/Task Testbed And Software

Eye/brain/task (EBT) testbed records electroencephalograms, movements of eyes, and structures of tasks to provide comprehensive data on neurophysiological experiments. Intended to serve continuing effort to develop means for interactions between human brain waves and computers. Software library associated with testbed provides capabilities to recall collected data, to process data on movements of eyes, to correlate eye-movement data with electroencephalographic data, and to present data graphically. Cognitive processes investigated in ways not previously possible.

Janiszewski, Thomas↗

Architecture for Cognitive Networking within NASA's Future Space Communications Infrastructure

Future space mission concepts and designs pose many networking challenges for command, telemetry, and science data applications with diverse end-to-end data delivery needs. For future end-to-end architecture designs, a key challenge is meeting expected application quality of service requirements for multiple simultaneous mission data flows with options to use diverse onboard local data buses, commercial ground networks, and multiple satellite relay constellations in LEO, GEO, MEO, or even deep space relay links. Effectively utilizing a complex network topology requires orchestration and direction that spans the many discrete, individually addressable computer systems, which cause them to act in concert to achieve the overall network goals. The system must be intelligent enough to not only function under nominal conditions, but also adapt to unexpected situations, and reorganize or adapt to perform roles not originally intended for the system or explicitly programmed. This paper describes an architecture enabling the development and deployment of cognitive networking capabilities into the envisioned future NASA space communications infrastructure. We begin by discussing the need for increased automation, including inter-system discovery and collaboration. This discussion frames the requirements for an architecture supporting cognitive networking for future missions and relays, including both existing endpoint-based networking models and emerging information-centric models. From this basis, we discuss progress on a proof-of-concept implementation of this architecture, and results of implementation and initial testing of a cognitive networking on-orbit application on the SCaN Testbed attached to the International Space Station.

space networks↗

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

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

Human Performance↗

Superimposition, symbology, visual attention, and the head-up display

In two experiments we examined a number of related factors postulated to influence head-up display (HUD) performance. We addressed the benefit of reduced scanning and the cost of increasing the number of elements in the visual field by comparing a superimposed HUD with an identical display in a head-down position in varying visibility conditions. We explored the extent to which the characteristics of HUD symbology support a division of attention by contrasting conformal symbology (which links elements of the display image to elements of the far domain) with traditional instrument landing system (ILS) symbology. Together the two experiments provide strong evidence that minimizing scanning between flight instruments and the far domain contributes substantially to the observed HUD performance advantage. Experiment 1 provides little evidence for a performance cost attributable to visual clutter. In Experiment 2 the pattern of differences in lateral tracking error between conformal and traditional ILS symbology supports the hypothesis that, to the extent that the symbology forms an object with the far domain, attention may be divided between the superimposed image and its counterpart in the far domain.

Attention↗