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At least 145 records · Page 8

ATOS-1: Designing the infrastructure for an advanced spacecraft operations system

The space industry has identified the need to use artificial intelligence and knowledge based system techniques as integrated, central, symbolic processing components of future mission design, support and operations systems. Various practical and commercial constraints require that off-the-shelf applications, and their knowledge bases, are reused where appropriate and that different mission contractors, potentially using different KBS technologies, can provide application and knowledge sub-modules of an overall integrated system. In order to achieve this integration, which we call knowledge sharing and distributed reasoning, there needs to be agreement on knowledge representations, knowledge interchange-formats, knowledge level communications protocols, and ontology. Research indicates that the latter is most important, providing the applications with a common conceptualization of the domain, in our case spacecraft operations, mission design, and planning. Agreement on ontology permits applications that employ different knowledge representations to interwork through mediators which we refer to as knowledge agents. This creates the illusion of a shared model without the constraints, both technical and commercial, that occur in centralized or uniform architectures. This paper explains how these matters are being addressed within the ATOS program at ESOC, using techniques which draw upon ideas and standards emerging from the DARPA Knowledge Sharing Effort. In particular, we explain how the project is developing an electronic Ontology of Spacecraft Operations and how this can be used as an enabling component within space support systems that employ advanced software engineering. We indicate our hope and expectation that the core ontology developed in ATOS, will permit the full development of standards for such systems throughout the space industry.

Poulter, K. J.↗

Transfer of perceptual adaptation to space sickness: What enhances an individual's ability to adapt?

The objectives of this project were to explore systematically the determiners of transfer of perceptual adaptation as these principles might apply to the space adaptation syndrome. The perceptual experience of an astronaut exposed to the altered gravitational forces involved in spaceflight shares much with that of the subject exposed in laboratory experiments to optically induced visual rearrangement with tilt and dynamic motion illusions such as vection; and experiences and symptoms reported by the trainee who is exposed to the compellingly realistic visual imagery of flight simulators and virtual reality systems. In both of these cases the observer is confronted with a variety of inter- and intrasensory conflicts that initially disrupt perception, as well as behavior, and also produce symptoms of motion sickness.

Source record↗

A Collection of The Movies

This video contains computer-generated animation made from still data sets processed by computer to give the illusion of flying around the objects. 'Earth - The Movie' uses cloud data from satellites and geographical data from maps. 'L.A. - The Movie' was taken from Landsat data of the Los Angeles area. This was the first experimental demonstration of the technology. 'Mars - The Movie' was taken from Viking orbiter data. 'Miranda - The Movie' was made from a mosaic of 9 frames taken by Voyager of the Uranium moon, Miranda. The last movie is 'Monterey - The Bay.'

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Stereokinetic effect and its relation to the kinetic depth effect

The stereokinetic effect (SKE) has been defined and studied by nested circular patterns rotating on a turntable. Circles must appear not to rotate as they revolve, which in turn results in their appearing to translate relative to one another. A powerful illusion of object depth results even though the individual circles do not undergo an appropriate foreshortening consistent with their apparent changes in slant. It is suggested and tested that the SKE is based on the changing positions between the nested contours despite the absence of any change within each contour, whereas the kinetic depth effect (KDE) entails both kinds of change. It follows that a turntable method of presentation is not necessary, and between-contour transformations can be simulated by computer animation. Displays consisting of simple translations were shown to evoke robust depth impressions as were patterns consisting of contours of varying shapes. Comparisons of the depth, compellingness, and rigidity of matched SKE and KDE displays are reported. The SKE is taken to be paradigmatic for how the visual system perceives depth when observing small object rotations that occur in everyday situations.

Proffitt, Dennis R.↗

Atmospheric chemistry of the reaction ClO + O2 reversible reaction ClO (center dot) O2: Where it stands, what needs to be done, and why?

Possible existence and chemistry of ClO (center dot) O2 was originally proposed to explain the Norrish-Neville effect that O2 suppresses chlorine photosensitized loss of ozone. It was also thought that ClO (center dot) O2 might have some atmospheric chemistry significance. Recently, doubts have been cast on this proposal, because certain laboratory data seem to imply that the equilibrium constant of the title reaction is so small that ClO (center dot) O2 may be too unstable to matter. However, those data create only a superficial illusion to that effect, because on a closer analysis they do not disprove a moderately stable and chemically significant ClO (center dot) O2. Furthermore, our state-of-the-science accurate computational chemistry calculations also suggest that ClO (center dot) O2 may be a weakly bound ClOOO radical with a reactive (2)A ground electronic state. There is therefore a need to design and perform definitive experimental tests of the existence and chemistry of the ClO (center dot) O2 species, which we discuss and which have the potential to mediate the chlorine-catalyzed stratospheric ozone depletion.

Prasad, Sheo S.↗

An embedding for the big bang

A cosmological model is given that has good physical properties for the early and late universe but is a hypersurface in a flat five-dimensional manifold. The big bang can therefore be regarded as an effect of a choice of coordinates in a truncated higher-dimensional geometry. Thus the big bang is in some sense a geometrical illusion.

Wesson, Paul S.↗

The CAVE (TM) automatic virtual environment: Characteristics and applications

Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and projection that met the criteria of Showcase.

Kenyon, Robert V.↗

User Directed Tools for Exploiting Expert Knowledge in an Immersive Segmentation and Visualization Environment

Volumetric data sets have become common in medicine and many sciences through technologies such as computed x-ray tomography (CT), magnetic resonance (MR), positron emission tomography (PET), confocal microscopy and 3D ultrasound. When presented with 2D images humans immediately and unconsciously begin a visual analysis of the scene. The viewer surveys the scene identifying significant landmarks and building an internal mental model of presented information. The identification of features is strongly influenced by the viewers expectations based upon their expert knowledge of what the image should contain. While not a conscious activity, the viewer makes a series of choices about how to interpret the scene. These choices occur in parallel with viewing the scene and effectively change the way the viewer sees the image. It is this interaction of viewing and choice which is the basis of many familiar visual illusions. This is especially important in the interpretation of medical images where it is the expert knowledge of the radiologist which interprets the image. For 3D data sets this interaction of view and choice is frustrated because choices must precede the visualization of the data set. It is not possible to visualize the data set with out making some initial choices which determine how the volume of data is presented to the eye. These choices include, view point orientation, region identification, color and opacity assignments. Further compounding the problem is the fact that these visualization choices are defined in terms of computer graphics as opposed to language of the experts knowledge. The long term goal of this project is to develop an environment where the user can interact with volumetric data sets using tools which promote the utilization of expert knowledge by incorporating visualization and choice into a tight computational loop. The tools will support activities involving the segmentation of structures, construction of surface meshes and local filtering of the data set. To conform to this environment tools should have several key attributes. First, they should be only rely on computations over a local neighborhood of the probe position. Second, they should operate iteratively over time converging towards a limit behavior. Third, they should adapt to user input modifying they operational parameters with time.

Senger, Steven O.↗

Its a Wind, Its a Wave, Its Two Phenomena in One: Jerry Schubert, Superrotation, and the UV Markings on Venus

In the early 1970's, ground-based astronomers had already discovered that Ultraviolet (UV) cloud markings on Venus reappeared every 4 days. When radar evidence later revealed a 243-day rotation period for the solid planet, planetary scientists were faced with a quandary: Could the Venus atmosphere really move 60 times as fast as the planet below, or were the apparent movements of the UV features just an illusion caused by propagating waves? The former explanation seemed unlikely - a planet that hardly rotates should generate only a very sluggish circulation. The historical impact of Jerry Schubert's moving flame theory was twofold: It was the forerunner of current thermal tide explanations of the cloud-level superrotation, but it was also the first plausible mechanism for explaining a seemingly inconsistent set of observations. In 1974, Mariner 10 acquired UV images of the Venus clouds at unprecedented levels of detail. Although few have noted it, this began the shift of planetary atmospheric research primarily from the domain of astronomy to that of meteorology. Jerry was among the first scientists to apply terrestrial meteorology to the analysis of planetary data. At that time a young UCLA graduate student with plans to do research on mantle convection, but having flunked the solid earth geophysics section of his departmental comprehensive exam, was gently invited by Jerry to switch to atmospheric science. Jerry suggested that the Venus UV features could be revealing both superrotating winds and planetary-scale waves at the same time, and that we could distinguish the two by looking at motions on different spatial scales. This was my first science research lesson - the complexity of real geophysical systems. Over the next couple of years I was inculcated with Jerry's philosophy of a comprehensive, rigorous approach to research, which manifested itself as a scouring of the literature and the UCLA meteorology faculty to learn about every possible type of planetary-scale wave. The resulting identification of large-scale UV features on Venus as the product of Kelvin and Rossby-type wave motions was validated by extensive Pioneer Venus observations a decade later and remains one of the best examples of the use of terrestrial knowledge to understand other planets.

DelGenio, Anthony↗

Visual Orientation in Unfamiliar Gravito-Inertial Environments

The goal of this project is to better understand the process of spatial orientation and navigation in unfamiliar gravito-inertial environments, and ultimately to use this new information to develop effective countermeasures against the orientation and navigation problems experienced by astronauts. How do we know our location, orientation, and motion of our body with respect to the external environment ? On earth, gravity provides a convenient "down" cue. Large body rotations normally occur only in a horizontal plane. In space, the gravitational down cue is absent. When astronauts roll or pitch upside down, they must recognize where things are around them by a process of mental rotation which involves three dimensions, rather than just one. While working in unfamiliar situations they occasionally misinterpret visual cues and experience striking "visual reorientation illusions" (VRIs), in which the walls, ceiling, and floors of the spacecraft exchange subjective identities. VRIs cause disorientation, reaching errors, trigger attacks of space motion sickness, and potentially complicate emergency escape. MIR crewmembers report that 3D relationships between modules - particularly those with different visual verticals - are difficult to visualize, and so navigating through the node that connects them is not instinctive. Crew members learn routes, but their apparent lack of survey knowledge is a concern should fire, power loss, or depressurization limit visibility. Anecdotally, experience in mockups, parabolic flight, neutral buoyancy and virtual reality (VR) simulators helps. However, no techniques have been developed to quantify individual differences in orientation and navigation abilities, or the effectiveness of preflight visual. orientation training. Our understanding of the underlying physiology - for example how our sense of place and orientation is neurally coded in three dimensions in the limbic system of the brain - is incomplete. During the 16 months that this human and animal research project has been underway, we have obtained several results that are not only of basic research interest, but which have practical implications for the architecture and layout of spacecraft interiors and for the development of astronaut spatial orientation training countermeasures.

Oman, Charles M.↗

Uniform Data Access Using GXD

This paper gives an overview of GXD, a framework facilitating publication and use of data from diverse data sources. GXD defines an object-oriented data model designed to represent a wide range of things including data, its metadata, resources and query results. GXD also defines a data transport language. a dialect of XML, for representing instances of the data model. This language allows for a wide range of data source implementations by supporting both the direct incorporation of data and the specification of data by various rules. The GXD software library, proto-typed in Java, includes client and server runtimes. The server runtime facilitates the generation of entities containing data encoded in the GXD transport language. The GXD client runtime interprets these entities (potentially from many data sources) to create an illusion of a globally interconnected data space, one that is independent of data source location and implementation.

Vanderbilt, Peter↗

Managing People's Data

Just imagine a mass storage system that consists of a machine with 2 CPUs, 1 Gigabyte (GB) of memory, 400 GB of disk space, 16800 cartridge tapes in the automated tape silos, 88,000 tapes located in the vault, and the software to manage the system. This system is designed to be a data repository; it will always have disk space to store all the incoming data. Currently 9.14 GB of new data per day enters the system with this rate doubling each year. To assure there is always disk space available for new data, the system. has to move data reside from the expensive disk to a much less expensive medium such as the 3480 cartridge tapes. Once the data is archived to tape, it should be able to move back to disk when someone wants to access it and the data movement should be transparent to the user. Now imagine all the tasks that a system administrator must perform to keep this system running 24 hour a day, 7 days a week. Since the filesystem maintains the illusion of unlimited disk space, data that comes to the system must get moved to tapes in an efficient manner. This paper will describe the mass storage system running at the Numerical Aerodynamic Simulation (NAS) at NASA Ames Research Center in both software and hardware aspects, then it will describe all of the tasks the system administrator has to perform on this system.

Le, Diana↗

Reflexive OKN is Biased Like Perception

The classic "barber-pole illusion" demonstrates how the perceived motion of an ambiguous stimulus is influenced by the shape of the viewing aperture: the motion is preferentially seen in the direction of the long axis of the aperture. We have previously reported (ARVO 94) that we are able to continuously vary the strength of this effect by varying the aspect ratio of the window. In the present study we examined the motion of the eyes while subjects viewed such stimuli in an attempt to discover whether the eye movement control system performs the same computation underlying the perceptual judgments.

Mulligan, Jeffrey B.↗

Tutorial on the Psychophysics and Technology of Virtual Acoustic Displays

Virtual acoustics, also known as 3-D sound and auralization, is the simulation of the complex acoustic field experienced by a listener within an environment. Going beyond the simple intensity panning of normal stereo techniques, the goal is to process sounds so that they appear to come from particular locations in three-dimensional space. Although loudspeaker systems are being developed, most of the recent work focuses on using headphones for playback and is the outgrowth of earlier analog techniques. For example, in binaural recording, the sound of an orchestra playing classical music is recorded through small mics in the two "ear canals" of an anthropomorphic artificial or "dummy" head placed in the audience of a concert hall. When the recorded piece is played back over headphones, the listener passively experiences the illusion of hearing the violins on the left and the cellos on the right, along with all the associated echoes, resonances, and ambience of the original environment. Current techniques use digital signal processing to synthesize the acoustical properties that people use to localize a sound source in space. Thus, they provide the flexibility of a kind of digital dummy head, allowing a more active experience in which a listener can both design and move around or interact with a simulated acoustic environment in real time. Such simulations are being developed for a variety of application areas including architectural acoustics, advanced human-computer interfaces, telepresence and virtual reality, navigation aids for the visually-impaired, and as a test bed for psychoacoustical investigations of complex spatial cues. The tutorial will review the basic psychoacoustical cues that determine human sound localization and the techniques used to measure these cues as Head-Related Transfer Functions (HRTFs) for the purpose of synthesizing virtual acoustic environments. The only conclusive test of the adequacy of such simulations is an operational one in which the localization of real and synthesized stimuli are directly compared in psychophysical studies. To this end, the results of psychophysical experiments examining the perceptual validity of the synthesis technique will be reviewed and factors that can enhance perceptual accuracy and realism will be discussed. Of particular interest is the relationship between individual differences in HRTFs and in behavior, the role of reverberant cues in reducing the perceptual errors observed with virtual sound sources, and the importance of developing perceptually valid methods of simplifying the synthesis technique. Recent attempts to implement the synthesis technique in real time systems will also be discussed and an attempt made to interpret their quoted system specifications in terms of perceptual performance. Finally, some critical research and technology development issues for the future will be outlined.

Wenzel, Elizabeth M.↗

Mechanisms for the Dissipation of Alfven Waves in Near-Earth Space Plasma

Alfven waves are a major mechanism for the transport of electromagnetic energy from the distant part of the magnetosphere to the near-Earth space. This is especially true for the auroral and polar regions of the Earth. However, the mechanisms for their dissipation have remained illusive. One of the mechanisms is the formation of double layers when the current associated with Alfven waves in the inertial regime interact with density cavities, which either are generated nonlinearly by the waves themselves or are a part of the ambient plasma turbulence. Depending on the strength of the cavities, weak and strong double layers could form. Such double layers are transient; their lifetimes depend on that of the cavities. Thus they impulsively accelerate ions and electrons. Another mechanism is the resonant absorption of broadband Alfven- wave noise by the ions at the ion cyclotron frequencies. But this resonant absorption may not be possible for the very low frequency waves, and it may be more suited for electromagnetic ion cyclotron waves. A third mechanism is the excitation of secondary waves by the drifts of electrons and ions in the Alfven wave fields. It is found that under suitable conditions, the relative drifts between different ion species and/or between electrons and ions are large enough to drive lower hybrid waves, which could cause transverse accelerations of ions and parallel accelerations of electrons. This mechanism is being further studied by means of kinetic simulations using 2.5- and 3-D particle-in-cell codes. The ongoing modeling efforts on space weather require quantitative estimates of energy inputs of various kinds, including the electromagnetic energy. Our studies described here contribute to the methods of determining the estimates of the input from ubiquitous Alfven waves.

Singh, Nagendra↗

Differential Cratering of Synchronously Rotating Satellites by Ecliptic Comets

We use Monte Carlo methods to simulate impacts of ecliptic comets on the synchronously rotating satellites of giant planets. We reconfirm the long-standing prediction that the cratering rate should be much higher on the leading hemispheres than on the trailing hemisphere; indeed we find that previously published analytical formulations modestly underestimate the degree of apex-antapex asymmetry to be expected. We then compare our results to new mapping of impact craters on Ganymede, Callisto, and Triton. Ganymede reveals a pronounced apex-antapex asymmetry that is nonetheless much less than predicted. All of Triton's confirmed impact craters are clustered toward the apex of motion, far exceeding the predicted asymmetry. No asymmetry is observed on Callisto. In each case at least one of our basic assumptions must be wrong. Likely candidates include the following: (i) the surfaces of all but the most sparsely cratered satellites are saturated or nearly saturated with impact craters; (ii) these satellites have rotated nonsynchronously over geological time; (iii) most of the craters are made not by heliocentric (Sun-orbiting) comets and asteroids but rather by planetocentric (planet-orbiting) debris of indeterminate origin; or (iv) pathological endogenic resurfacing has created illusions of structure. Callisto's surface is readily classified as nearly saturated. Ganymede's bright terrains, although less heavily cratered than those of Callisto, can also be explained by crater densities approaching saturation on a world where endogenic processes were active. The leading alternative is nonsynchronous rotation, an explanation supported by the distribution of catenae (crater chains produced by impact of tidally disrupted comets). Triton's craters can be explained by planetocentric debris or by capricious resurfacing, but both hypotheses are inherently improbable.

Zahnle, Kevin↗

Visual and Vestibular Determinants of Perceived Eye-Level

Both gravitational and optical sources of stimulation combine to determine the perceived elevations of visual targets. The ways in which these sources of stimulation combine with one another in operational aeronautical environments are critical for pilots to make accurate judgments of the relative altitudes of other aircraft and of their own altitude relative to the terrain. In a recent study, my colleagues and I required eighteen observers to set visual targets at their apparent horizon while they experienced various levels of G(sub z) in the human centrifuge at NASA-Ames Research Center. The targets were viewed in darkness and also against specific background optical arrays that were oriented at various angles with respect to the vertical; target settings were lowered as Gz was increased; this effect was reduced when the background optical array was visible. Also, target settings were displaced in the direction that the background optical array was pitched. Our results were attributed to the combined influences of otolith-oculomotor mechanisms that underlie the elevator illusion and visual-oculomotor mechanisms (optostatic responses) that underlie the perceptual effects of viewing pitched optical arrays that comprise the background. In this paper, I present a mathematical model that describes the independent and combined effects of G(sub z) intensity and the orientation and structure of background optical arrays; the model predicts quantitative deviations from normal accurate perceptions of target localization under a variety of conditions. Our earlier experimental results and the mathematical model are described in some detail, and the effects of viewing specific optical arrays under various gravitational-inertial conditions encountered in aeronautical environments are discussed.

Cohen, Malcolm Martin↗

Physical Alteration of Martian Dust Grains, Its Influence on Detection of Clays and Identification of Aqueous Processes on Mars

Clays, if present on Mars, have been illusive. Determining whether or not clay minerals and other aqueous alteration species are present on Mars provides key information about the extent and duration of aqueous processes on Mars. The purpose of this study is to characterize in detail changes in the mineral grains resulting from grinding and to assess the influence of physical processes on clay minerals on the surface of Mars. Physical alteration through grinding was shown to greatly affect the structure and a number of properties of antigorite and kaolinite. This project builds on an initial study and includes a combination of SEM, HRTEM, reflectance and M ssbauer spectroscopies. Grain size was found to decrease, as expected, with grinding. In addition, nanophase carbonate, Si-OH and iron oxide species were formed.

Janice L Bishop↗