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At least 145 records · Page 8

Technical Report Series on Global Modeling and Data Assimilation. Volume 7: Proceedings of the Workshop on the GEOS-1 Five-year Assimilation

The primary objective of the three-day workshop on results from the Data Assimilation Office (DAO) five-year assimilation was to provide timely feedback from the data users concerning the strengths and weaknesses of version 1 of the Goddard Earth Observing System (GEOS-1) assimilated products. A second objective was to assess user satisfaction with the current methods of data access and retrieval. There were a total of 49 presentations, with about half (23) of the presentations from scientists from outside of Goddard. The first two days were devoted to applications of data: studies of the energy diagnostics, precipitation and diabatic heating, hydrological modeling and moisture transport, cloud forcing and validation, various aspects of intraseasonal, seasonal, and interannual variability, ocean wind stress applications, and validation of surface fluxes. The last day included talks from the National Meteorological Center (NMC), the National Center for Atmospheric Research (NCAR), the Center for Ocean-Land-Atmosphere Studies (COLA), the United States Navy, and the European Center for Medium Range Weather Forecasts (ECMWF).

Suarez, Max J.↗

Development of a low-cost virtual reality workstation for training and education

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.

Phillips, James A.↗

Virtual Reality Simulation of the International Space Welding Experiment

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

Phillips, James A.↗

Stability Analysis for Constrained Principal Axis Slew Maneuvers

This paper addresses the problem of reorienting a rigid spacecraft from arbitrary initial conditions to prescribed final conditions with zero angular velocity. The control law analyzed is based on quaternion feedback and leaves the user to choose two gains as functions of position, angular rate, and time. For arbitrary initial states, conditions on the controller gains are identified that guarantee global asymptotic stability. For the special case of rest-to-rest reorientations, the control law reduces to earlier results involving a principal axis rotation. The paper also addresses slew rate constraints, both, in terms of the two and infinity norms.

Seywald, Hans↗

Automated Activation and Deactivation of a System Under Test

The MPLM Automated Activation/Deactivation application (MPLM means Multi-Purpose Logistic Module) was created with a three-fold purpose in mind: 1. To reduce the possibility of human error in issuing commands to, or interpreting telemetry from, the MPLM power, computer, and environmental control systems; 2. To reduce the amount of test time required for the repetitive activation/deactivation processes; and 3. To reduce the number of on-console personnel required for activation/ deactivation. All of these have been demonstrated with the release of the software. While some degree of automated end-item commanding had previously been performed for space-station hardware in the test environment, none approached the functionality and flexibility of this application. For MPLM activation, it provides mouse-click selection of the hardware complement to be activated, activates the desired hardware and verifies proper feedbacks, and alerts the user when telemetry indicates an error condition or manual intervention is required. For MPLM deactivation, the product senses which end items are active and deactivates them in the proper sequence. For historical purposes, an on-line log is maintained of commands issued and telemetry points monitored. The benefits of the MPLM Automated Activation/ Deactivation application were demonstrated with its first use in December 2002, when it flawlessly performed MPLM activation in 8 minutes (versus as much as 2.4 hours for previous manual activations), and performed MPLM deactivation in 3 minutes (versus 66 minutes for previous manual deactivations). The number of test team members required has dropped from eight to four, and in actuality the software can be operated by a sole (knowledgeable) system engineer.

Poff, Mark A.↗

Novel Problem Solving - The NASA Solution Mechanism Guide

Over the past five years, the Human Health and Performance (HH&P) Directorate at the NASA Johnson Space Center (JSC) has conducted a number of pilot and ongoing projects in collaboration and open innovation. These projects involved the use of novel open innovation competitions that sought solutions from "the crowd", non-traditional problem solvers. The projects expanded to include virtual collaboration centers such as the NASA Human Health and Performance Center (NHHPC) and more recently a collaborative research project between NASA and the National Science Foundation (NSF). These novel problem-solving tools produced effective results and the HH&P wanted to capture the knowledge from these new tools, to teach the results to the directorate, and to implement new project management tools and coursework. The need to capture and teach the results of these novel problem solving tools, the HH&P decided to create a web-based tool to capture best practices and case studies, to teach novice users how to use new problem solving tools and to change project management training/. This web-based tool was developed with a small, multi-disciplinary group and named the Solution Mechanism Guide (SMG). An alpha version was developed that was tested against several sessions of user groups to get feedback on the SMG and determine a future course for development. The feedback was very positive and the HH&P decided to move to the beta-phase of development. To develop the web-based tool, the HH&P utilized the NASA Tournament Lab (NTL) to develop the software with TopCoder under an existing contract. In this way, the HH&P is using one new tool (the NTL and TopCoder) to develop the next generation tool, the SMG. The beta-phase of the SMG is planed for release in the spring of 2014 and results of the beta-phase testing will be available for the IAC meeting in September. The SMG is intended to disrupt the way problem solvers and project managers approach problem solving and to increase the use of novel and more cost and time effective problem solving tools such as open innovation, collaborative research, and virtual collaborative project centers. The HH&P envisions changing project management coursework by including the SMG in the teaching of project management problem solving tools.

Keeton, Kathryn E.↗

Lessons Learned from Applying Design Thinking in a NASA Rapid Design Study in Aeronautics

In late 2015, NASA's Aeronautics Research Mission Directorate (ARMD) funded an experiment in rapid design and rapid teaming to explore new approaches to solving challenging design problems in aeronautics in an effort to cultivate and foster innovation. This report summarizes several lessons learned from the rapid design portion of the study. This effort entailed learning and applying design thinking, a human-centered design approach, to complete the conceptual design for an open-ended design challenge within six months. The design challenge focused on creating a capability to advance experimental testing of autonomous aeronautics systems, an area of great interest to NASA, the US government as a whole, and an entire ecosystem of users and developers around the globe. A team of nine civil servant researchers from three of NASA's aeronautics field centers with backgrounds in several disciplines was assembled and rapidly trained in design thinking under the guidance of the innovation and design firm IDEO. The design thinking process, while used extensively outside the aerospace industry, is less common and even counter to many practices within the aerospace industry. In this report, several contrasts between common aerospace research and development practices and design thinking are discussed, drawing upon the lessons learned from the NASA rapid design study. The lessons discussed included working towards a design solution without a set of detailed design requirements, which may not be practical or even feasible for management to ascertain for complex, challenging problems. This approach allowed for the possibility of redesigning the original problem statement to better meet the needs of the users. Another lesson learned was to approach problems holistically from the perspective of the needs of individuals that may be affected by advances in topic area instead of purely from a technological feasibility viewpoint. The interdisciplinary nature of the design team also provided valuable experience by allowing team members from different technological backgrounds to work side-by-side instead of dividing into smaller teams, as is frequently done in traditional multidisciplinary design. The team also learned how to work with qualitative data obtained primarily through the 70-plus interviews that were conducted over the course of this project, which was a sharp contrast to using quantitative data with regards to identifying, capturing, analyzing, storing, and recalling the data. When identifying potential interviewees who may have useful contributions to the design subject area, the team found great value in talking to non-traditional users and potential beneficiaries of autonomous aeronautics systems whose impact on the aeronautics autonomy ecosystem is growing swiftly. Finally, the team benefitted from using "sacrificial prototyping," which is a method of rapidly prototyping draft concepts and ideas with the intent of enabling potential users to provide significant feedback early in the design process. This contrasts the more common approach of using expensive prototypes that focus on demonstrating technical feasibility. The unique design approach and lessons learned by the team throughout this process culminated in a final design concept that was quite different than what the team originally assumed would be the design concept initially. A summary of the more usercentered final design concept is also provided.

McGowan, Anna-Maria↗

Deployable Greenhouse for Food Production

The X-HAB team in the CU Graduate Projects course was tasked with developing a Distributed Robotic Plant Production System (DRoPPS) that provided remote food production capability for long-duration space missions. The system consists of a Remotely Operated Gardening Robot (ROGR) and a Smart Pot (SPOT). SPOT was designed to grow a plant in a hydroponic system, while also providing multiple sensor data feedback to a remote user. ROGR was designed to give a remote user a method of moving SPOT and caring for the plant. A User Interface (UI) was created to provide a means by which a remote user could interact with the system. At the conclusion of the semester, ROGR was 95% complete, and only required minor mechanical fixes. SPOT was 85% complete, and required additional machining of mechanical parts. The UI was 75% complete, and required additional functionality and user testing. The project was not fully completed due to the scope of the project. Regardless, multiple team members have agreed to continue working on the project to finish by the June 1st presentation day at NASA.

Nikolaus Correll↗

Helmet-Mounted Display Technology for Eva Training in NASA's Neutral Buoyancy Lab

Currently, during extravehicular activity (EVA) on the International Space Station (ISS), astronauts are in constant communication with mission control; however, this paradigm will significantly change during future NASA exploration missions due to limited and time-delayed communications. As exploration missions will thereby require an increase in crew autonomy, it is hypothesized that heads-up display (HUD) technology can supplement communications with mission control. Before introducing novel display technology to EVA operations, it must first be demonstrated and evaluated in an EVA training environment. The UC Davis Center for Spaceflight Research, in collaboration with NASA Johnson Space Center’s Human Physiology, Performance, Protection, and Operations (H-3PO) Lab has developed a low-cost and rapid development helmet-mounted display (HMD) for EVA training at NASA’s Neutral Buoyancy Lab (NBL). The first two phases of HMD testing (Phase I and II) at the NBL focused on technology and capability development and demonstration. Crew member feedback was obtained that evaluated aspects of HMD including its user satisfaction, visibility, readability, and usefulness. Overall, feedback indicated HMD was readable, un-obtrusive, and the available display modes had potential to be useful and enhance EVA training. HMD display modes currently available include: real-time biofeedback (metabolic rate), phase elapsed time (PET), ability to set timers, task procedural aids (e.g. Pistol Grip Tool settings) and custom messages. The goal for Phase III, which is currently underway, is to evaluate the effects that access to bioinformatics through HMD has on astronaut training and performance at the NBL. For this phase of testing, crewmembers will be asked to perform a go/no-go task while wearing HMD throughout the NBL run to characterize crew member state of situational awareness with respect to HMD. This information could be used to inform how best to display relatively important or supplemental, but not critical, data in the future.

Heads up display↗

General purpose optimization software for engineering design

The author has developed several general purpose optimization programs over the past twenty years. The earlier programs were developed as research codes and served that purpose reasonably well. However, in taking the formal step from research to industrial application programs, several important lessons have been learned. Among these are the importance of clear documentation, immediate user support, and consistent maintenance. Most important has been the issue of providing software that gives a good, or at least acceptable, design at minimum computational cost. Here, the basic issues developing optimization software for industrial applications are outlined and issues of convergence rate, reliability, and relative minima are discussed. Considerable feedback has been received from users, and new software is being developed to respond to identified needs. The basic capabilities of this software are outlined. A major motivation for the development of commercial grade software is ease of use and flexibility, and these issues are discussed with reference to general multidisciplinary applications. It is concluded that design productivity can be significantly enhanced by the more widespread use of optimization as an everyday design tool.

Vanderplaats, G. N.↗

Analyzing Feedback Control Systems

Interactive controls analysis (INCA) program developed to provide user-friendly environment for design and analysis of linear control systems, primarily feedback control. Designed for use with both small- and large-order systems. Using interactive-graphics capability, INCA user quickly plots root locus, frequency response, or time response of either continuous-time system or sampled-data system. Configuration and parameters easily changed, allowing user to design compensation networks and perform sensitivity analyses in very convenient manner. Written in Pascal and FORTRAN.

Bauer, Frank H.↗

Using CASE to Exploit Process Modeling in Technology Transfer

A successful business will be one that has processes in place to run that business. Creating processes, reengineering processes, and continually improving processes can be accomplished through extensive modeling. Casewise(R) Corporate Modeler(TM) CASE is a computer aided software engineering tool that will enable the Technology Transfer Department (TT) at NASA Marshall Space Flight Center (MSFC) to capture these abilities. After successful implementation of CASE, it could then go on to be applied in other departments at MSFC and other centers at NASA. The success of a business process is dependent upon the players working as a team and continuously improving the process. A good process fosters customer satisfaction as well as internal satisfaction in the organizational infrastructure. CASE provides a method for business process success through functions consisting of systems and processes business models; specialized diagrams; matrix management; simulation; report generation and publishing; and, linking, importing, and exporting documents and files. The software has an underlying repository or database to support these functions. The Casewise. manual informs us that dynamics modeling is a technique used in business design and analysis. Feedback is used as a tool for the end users and generates different ways of dealing with the process. Feedback on this project resulted from collection of issues through a systems analyst interface approach of interviews with process coordinators and Technical Points of Contact (TPOCs).

Renz-Olar, Cheryl↗

A teleoperation training simulator with visual and kinesthetic force virtual reality

A force-reflecting teleoperation training simulator with a high-fidelity real-time graphics display has been developed for operator training. A novel feature of this simulator is that it enables the operator to feel contact forces and torques through a force-reflecting controller during the execution of the simulated peg-in-hole task, providing the operator with the feel of visual and kinesthetic force virtual reality. A peg-in-hole task is used in our simulated teleoperation trainer as a generic teleoperation task. A quasi-static analysis of a two-dimensional peg-in-hole task model has been extended to a three-dimensional model analysis to compute contact forces and torques for a virtual realization of kinesthetic force feedback. The simulator allows the user to specify force reflection gains and stiffness (compliance) values of the manipulator hand for both the three translational and the three rotational axes in Cartesian space. Three viewing modes are provided for graphics display: single view, two split views, and stereoscopic view.

Kim, Won S.↗

Facilitating access to information in large documents with an intelligent hypertext system

Retrieving specific information from large amounts of documentation is not an easy task. It could be facilitated if information relevant in the current problem solving context could be automatically supplied to the user. As a first step towards this goal, we have developed an intelligent hypertext system called CID (Computer Integrated Documentation) and tested it on the Space Station Freedom requirement documents. The CID system enables integration of various technical documents in a hypertext framework and includes an intelligent context-sensitive indexing and retrieval mechanism. This mechanism utilizes on-line user information requirements and relevance feedback either to reinforce current indexing in case of success or to generate new knowledge in case of failure. This allows the CID system to provide helpful responses, based on previous usage of the documentation, and to improve its performance over time.

Mathe, Nathalie↗

Progressive Classification Using Support Vector Machines

An algorithm for progressive classification of data, analogous to progressive rendering of images, makes it possible to compromise between speed and accuracy. This algorithm uses support vector machines (SVMs) to classify data. An SVM is a machine learning algorithm that builds a mathematical model of the desired classification concept by identifying the critical data points, called support vectors. Coarse approximations to the concept require only a few support vectors, while precise, highly accurate models require far more support vectors. Once the model has been constructed, the SVM can be applied to new observations. The cost of classifying a new observation is proportional to the number of support vectors in the model. When computational resources are limited, an SVM of the appropriate complexity can be produced. However, if the constraints are not known when the model is constructed, or if they can change over time, a method for adaptively responding to the current resource constraints is required. This capability is particularly relevant for spacecraft (or any other real-time systems) that perform onboard data analysis. The new algorithm enables the fast, interactive application of an SVM classifier to a new set of data. The classification process achieved by this algorithm is characterized as progressive because a coarse approximation to the true classification is generated rapidly and thereafter iteratively refined. The algorithm uses two SVMs: (1) a fast, approximate one and (2) slow, highly accurate one. New data are initially classified by the fast SVM, producing a baseline approximate classification. For each classified data point, the algorithm calculates a confidence index that indicates the likelihood that it was classified correctly in the first pass. Next, the data points are sorted by their confidence indices and progressively reclassified by the slower, more accurate SVM, starting with the items most likely to be incorrectly classified. The user can halt this reclassification process at any point, thereby obtaining the best possible result for a given amount of computation time. Alternatively, the results can be displayed as they are generated, providing the user with real-time feedback about the current accuracy of classification.

Wagstaff, Kiri↗

An Overview of NASA’s Airborne and Field Data Resource Center

A key recommendation from NASA’s 2022 Airborne and Field Data Workshop called for the development of a virtual Resource Center for all stakeholders across the data lifecycle of airborne and field Earth observations. The agency’s Earth Science Data and Information System (ESDIS) Project and Airborne Data Management Group (ADMG) have worked in concert to establish the newly launched NASA Airborne and Field Data Resource Center (AFDRC) to provide a single entry point for a wide assortment of information on and the effective, responsible stewardship of non-satellite observational data. The AFDRC compiles access to many existing resources, but does so in a newly organized way that integrates availability to increase efficiency and holistic understanding while simplifying users’ experience. Initially launched in fall of 2023, the AFDRC is a NASA Earthdata domain website that clarifies several previously disparate resources and provides newly updated information, including: Learning Resources: Educational resources to broaden understanding of the role airborne and field observations play in advancing understanding of our planet and NASA’s role in collecting and archiving these data. Support for data users to Find and Access Data: Advanced contextual browse/search capabilities that efficiently link researchers to data products suitable for their science objectives - this includes linking to NASA’s Catalog of Archived Suborbital Earth Science Investigations (CASEI). Working with Data: Tools specific to individual types of suborbital Earth Science data and their (inter-)disciplinary communities to provide access as well as guidance for their application. Stewardship Responsibilities: Resources for data producers with to lessen requirement burdens at the time of data transfer, and information for data stewards with consistent, authoritative guidance on best practices and agency- and/or community- specific archival procedures. This presentation will give an overview of the motivation for NASA’s AFDRC, approach for the design and content, iterative community-driven improvements, promote the use of the AFDRC, and solicit additional feedback from airborne and field data user communities.

Sara Lubkin↗

An assessment of multibody simulation tools for articulated spacecraft

A survey of multibody simulation codes was conducted in the spring of 1988, to obtain an assessment of the state of the art in multibody simulation codes from the users of the codes. This survey covers the most often used articulated multibody simulation codes in the spacecraft and robotics community. There was no attempt to perform a complete survey of all available multibody codes in all disciplines. Furthermore, this is not an exhaustive evaluation of even robotics and spacecraft multibody simulation codes, as the survey was designed to capture feedback on issues most important to the users of simulation codes. We must keep in mind that the information received was limited and the technical background of the respondents varied greatly. Therefore, only the most often cited observations from the questionnaire are reported here. In this survey, it was found that no one code had both many users (reports) and no limitations. The first section is a report on multibody code applications. Following applications is a discussion of execution time, which is the most troublesome issue for flexible multibody codes. The representation of component flexible bodies, which affects both simulation setup time as well as execution time, is presented next. Following component data preparation, two sections address the accessibility or usability of a code, evaluated by considering its user interface design and examining the overall simulation integrated environment. A summary of user efforts at code verification is reported, before a tabular summary of the questionnaire responses. Finally, some conclusions are drawn.

Man, Guy K.↗