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At least 145 records · Page 8

Multidisciplinary Design Optimisation (MDO) Methods: Their Synergy with Computer Technology in the Design Process

The paper identifies speed, agility, human interface, generation of sensitivity information, task decomposition, and data transmission (including storage) as important attributes for a computer environment to have in order to support engineering design effectively. It is argued that when examined in terms of these attributes the presently available environment can be shown to be inadequate. A radical improvement is needed, and it may be achieved by combining new methods that have recently emerged from multidisciplinary design optimisation (MDO) with massively parallel processing computer technology. The caveat is that, for successful use of that technology in engineering computing, new paradigms for computing will have to be developed - specifically, innovative algorithms that are intrinsically parallel so that their performance scales up linearly with the number of processors. It may be speculated that the idea of simulating a complex behaviour by interaction of a large number of very simple models may be an inspiration for the above algorithms; the cellular automata are an example. Because of the long lead time needed to develop and mature new paradigms, development should begin now, even though the widespread availability of massively parallel processing is still a few years away.

Sobieszczanski-Sobieski, Jaroslaw↗

Knowledge-based control of an adaptive interface

The analysis, development strategy, and preliminary design for an intelligent, adaptive interface is reported. The design philosophy couples knowledge-based system technology with standard human factors approaches to interface development for computer workstations. An expert system has been designed to drive the interface for application software. The intelligent interface will be linked to application packages, one at a time, that are planned for multiple-application workstations aboard Space Station Freedom. Current requirements call for most Space Station activities to be conducted at the workstation consoles. One set of activities will consist of standard data management services (DMS). DMS software includes text processing, spreadsheets, data base management, etc. Text processing was selected for the first intelligent interface prototype because text-processing software can be developed initially as fully functional but limited with a small set of commands. The program's complexity then can be increased incrementally. The intelligent interface includes the operator's behavior and three types of instructions to the underlying application software are included in the rule base. A conventional expert-system inference engine searches the data base for antecedents to rules and sends the consequents of fired rules as commands to the underlying software. Plans for putting the expert system on top of a second application, a database management system, will be carried out following behavioral research on the first application. The intelligent interface design is suitable for use with ground-based workstations now common in government, industrial, and educational organizations.

Lachman, Roy↗

Medicine in long duration space exploration: the role of virtual reality and broad bandwidth telecommunications networks

Safety of astronauts during long-term space exploration is a priority for NASA. This paper describes efforts to produce Earth-based models for providing expert medical advice when unforeseen medical emergencies occur on spacecraft. These models are Virtual Collaborative Clinics that reach into remote sites using telecommunications and emerging stereo-imaging and sensor technologies. c 2001. Elsevier Science Ltd. All rights reserved.

Non-NASA Center↗

Developing a Natural User Interface and Facial Recognition System With OpenCV and the Microsoft Kinect

The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.

Human Interfaces↗

Human factors model concerning the man-machine interface of mining crewstations

The U.S. Bureau of Mines is developing a computer model to analyze the human factors aspect of mining machine operator compartments. The model will be used as a research tool and as a design aid. It will have the capability to perform the following: simulated anthropometric or reach assessment, visibility analysis, illumination analysis, structural analysis of the protective canopy, operator fatigue analysis, and computation of an ingress-egress rating. The model will make extensive use of graphics to simplify data input and output. Two dimensional orthographic projections of the machine and its operator compartment are digitized and the data rebuilt into a three dimensional representation of the mining machine. Anthropometric data from either an individual or any size population may be used. The model is intended for use by equipment manufacturers and mining companies during initial design work on new machines. In addition to its use in machine design, the model should prove helpful as an accident investigation tool and for determining the effects of machine modifications made in the field on the critical areas of visibility and control reach ability.

Rider, James P.↗

Of red planets and indigo computers: Mars database visualization as an example of platform downsizing

The last decade has witnessed tremendous advancements in the computer hardware and software used to perform scientific visualization. In this paper, we consider how the visualization of a particular data set, the digital terrain model derived from the Viking orbiter imagery, has been realized in four distinct projects over this period. These examples serve to demonstrate how the vast improvements in computational performance both decrease the cost of such visualization efforts and permit an increasing level of interactivity. We then consider how even today's graphical systems require the visualization designer to make intelligent choices and tradeoffs in database rendering. Finally, we discuss how insights gleaned from an understanding of human visual perception can guide these design decisions, and suggest new options for visualization hardware and software.

NASA Center ARC↗

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

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

NASA Discipline Space Human Factors↗

Locating Biodiversity Data Through The Global Change Master Directory

The Global Change Master Directory (GCMD) presently holds descriptions for almost 7000 data sets held worldwide. The directory's primary purpose is for data discovery. The information provided through the GCMD's Directory Interchange Format (DIF) is the set of information that a researcher would need to determine if a particular data set could be of value. By offering data set descriptions worldwide in many scientific disciplines - including meteorology, oceanography, ecology, geology, hydrology, geophysics, remote sensing, paleoclimate, solar-terrestrial physics, and human dimensions of climate change - the GCMD simplifies the discovery of data sources. Direct linkages to many of the data sets are also provided. In addition, several data set registration tools are offered for populating the directory. To search the directory, one may choose the Guided Search or Free-Text Search. Two experimental interfaces were also made available with the latest software release - one based on a keyword search and another based on a graphical interface. The graphical interface was designed in collaboration with the Human Computer Interaction Laboratory at the University of Maryland. The latest version of the software, Version 6, was released in April, 1998. It features the implementation of a scheme to handle hierarchical data set collections (parent-child relationships); a hierarchical geospatial location search scheme; a Java-based geographic map for conducting geospatial searches; a Related-URL field for project-related data set collections, metadata extensions (such as more detailed inventory information), etc.; a new implementation of the Isite software; a new dataset language field; hyperlinked email addresses, and more. The key to the continued evolution of the GCMD is in the flexibility of the GCMD database, allowing modifications and additions to made relatively easily to maintain currency, thus providing the ability to capitalize on current technology while importing all existing records. Changes are discussed and approved through an online "interoperability" forum. The next major release of the GCMD is scheduled for early 1999 and will include the incorporation of a new matrix-based interface, a rapid valids-based query system; improvement in the operations facility - important for future distributed options; new streamlined code for greater performance and maintainability; improvements in the handling of seven current fields proposed through the interoperability forum (at no expense to the data providers); and the release of DOCmorph, a more robust version of DIFmorph to translate many 'standards' multi-directionally. Issues and actions will also be addressed.

Olsen, Lola M.↗

Designing a successful HMD-based experience

For entertainment applications, a successful virtual experience based on a head-mounted display (HMD) needs to overcome some or all of the following problems: entering a virtual world is a jarring experience, people do not naturally turn their heads or talk to each other while wearing an HMD, putting on the equipment is hard, and people do not realize when the experience is over. In the Electric Garden at SIGGRAPH 97, we presented the Mad Hatter's Tea Party, a shared virtual environment experienced by more than 1,500 SIGGRAPH attendees. We addressed these HMD-related problems with a combination of back story, see-through HMDs, virtual characters, continuity of real and virtual objects, and the layout of the physical and virtual environments.

NASA Center ARC↗

Seeing mountains in mole hills: geographical-slant perception

When observers face directly toward the incline of a hill, their awareness of the slant of the hill is greatly overestimated, but motoric estimates are much more accurate. The present study examined whether similar results would be found when observers were allowed to view the side of a hill. Observers viewed the cross-sections of hills in real (Experiment 1) and virtual (Experiment 2) environments and estimated the inclines with verbal estimates, by adjusting the cross-section of a disk, and by adjusting a board with their unseen hand to match the inclines. We found that the results for cross-section viewing replicated those found when observers directly face the incline. Even though the angles of hills are directly evident when viewed from the side, slant perceptions are still grossly overestimated.

NASA Center ARC↗

Three-dimensional virtual acoustic displays

The development of an alternative medium for displaying information in complex human-machine interfaces is described. The 3-D virtual acoustic display is a means for accurately transferring information to a human operator using the auditory modality; it combines directional and semantic characteristics to form naturalistic representations of dynamic objects and events in remotely sensed or simulated environments. Although the technology can stand alone, it is envisioned as a component of a larger multisensory environment and will no doubt find its greatest utility in that context. The general philosophy in the design of the display has been that the development of advanced computer interfaces should be driven first by an understanding of human perceptual requirements, and later by technological capabilities or constraints. In expanding on this view, current and potential uses are addressed of virtual acoustic displays, such displays are characterized, and recent approaches to their implementation and application are reviewed, the research project at NASA-Ames is described in detail, and finally some critical research issues for the future are outlined.

Wenzel, Elizabeth M.↗

Direct comparison of the impact of head tracking, reverberation, and individualized head-related transfer functions on the spatial perception of a virtual speech source

A study of sound localization performance was conducted using headphone-delivered virtual speech stimuli, rendered via HRTF-based acoustic auralization software and hardware, and blocked-meatus HRTF measurements. The independent variables were chosen to evaluate commonly held assumptions in the literature regarding improved localization: inclusion of head tracking, individualized HRTFs, and early and diffuse reflections. Significant effects were found for azimuth and elevation error, reversal rates, and externalization.

NASA Discipline Space Human Factors↗

How should Fitts' Law be applied to human-computer interaction?

The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

NASA Program Space Human Factors↗

Interface Consistency: Phase I Results & Phase II Status

Future exploration missions will rely on designing and developing vehicles and complex systems from within NASA and through multiple external commercial partners to meet mission goals. Despite existing consistency-related agency requirements, NASA’s approach to commercial spaceflight development encourages providers’ flexibility and innovation. This strategy is resulting in significant design diversity across Artemis vehicles. Design best practices and guidelines champion interface consistency to promote mental model development and knowledge transfer. However, research investigating the benefits of consistency is mixed, and little is known about its role in complex systems. Determining the level of risk that system diversity presents is difficult, as there is no established method for quantifying the degree of consistency within and across interfaces, nor is there information about the differential impacts of different types of inconsistency. Phase I of this project (Characterization and Measurement) served as a starting point to better understand the construct of consistency, its application, and the range of studies and methods for measuring it. The project team created a taxonomy of consistency to apply to interfaces as a framework to guide the development of tools to assess intersystem consistency. Checklist and cognitive walkthrough methods were developed for use by human factors (HF) and human-computer interaction (HCI) experts. The Intersystem Consistency Scale (ICS) was developed for interface evaluations with crew. A pilot study evaluated the methods’ ability to distinguish differences between Artemis-like prototype pairs exhibiting either high or low design consistency. In addition, click errors and time on task were collected within the ICS (crew-like) group. Results from our exploratory analysis and lessons learned from the pilot study will be discussed. The project team will also present the status of Phase II (Risk Assessment, Standards and Guidelines). This includes incorporating feedback to redesign the assessment tools, and inputs from displays and training Subject Matter Experts to update tasks and prototype designs. The team will present the risk assessment study design to identify the types and levels of inconsistency that pose the greatest risk to performance. Plans to apply these results toward agency standards and guideline recommendations will also be discussed.

Human-Computer Interaction↗

Simplicity in command and control systems - A human factors consideration

The importance of simplicity in the man computer interface (MCI) is stressed because of the effect it has on the system containing the MCI. Results are used from an MCI study at the Jet Propulsion Laboratory to find an area where the system MCIs can be simplified. The circumstances under which these simplifications are appropriate are listed. The concepts of cognitive simplicity and process simplicity are presented as design alternatives for the MCI. In addition, the concepts of understandability, operation, learnability, level of learning, and usability are presented as tools for the system designer. The use of these concepts in developing a systematic MCI design is discussed.

Chafin, R. L.↗