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Federated Giovanni: A Distributed Web Service for Analysis and Visualization of Remote Sensing Data

The Geospatial Interactive Online Visualization and Analysis Interface (Giovanni) is a popular tool for users of the Goddard Earth Sciences Data and Information Services Center (GES DISC) and has been in use for over a decade. It provides a wide variety of algorithms and visualizations to explore large remote sensing datasets without having to download the data and without having to write readers and visualizers for it. Giovanni is now being extended to enable its capabilities at other data centers within the Earth Observing System Data and Information System (EOSDIS). This Federated Giovanni will allow four other data centers to add and maintain their data within Giovanni on behalf of their user community. Those data centers are the Physical Oceanography Distributed Active Archive Center (PO.DAAC), MODIS Adaptive Processing System (MODAPS), Ocean Biology Processing Group (OBPG), and Land Processes Distributed Active Archive Center (LP DAAC). Three tiers are supported: Tier 1 (GES DISC-hosted) gives the remote data center a data management interface to add and maintain data, which are provided through the Giovanni instance at the GES DISC. Tier 2 packages Giovanni up as a virtual machine for distribution to and deployment by the other data centers. Data variables are shared among data centers by sharing documents from the Solr database that underpins Giovanni's data management capabilities. However, each data center maintains their own instance of Giovanni, exposing the variables of most interest to their user community. Tier 3 is a Shared Source model, in which the data centers cooperate to extend the infrastructure by contributing source code.

Giovanni

Visual perception of accelerated nitrogen nuclei interacting with the human retina.

Visual phenomena have now been observed in high-energy nitrogen beams produced at the Berkeley Bevatron. Using a nitrogen beam deflected at about 266 MeV/nucleon, three scientifically trained subjects made a series of observations. These observations confirm earlier hypotheses and argue for electronic excitation in or near the outer segments as the important mechanism. A picture showing a simplified anatomy of the left eye in horizontal section is presented. Three regions where various beam positions intercepted visual nervous structures are indicated.

Budinger, T. F.

Image gathering and coding for digital restoration: Information efficiency and visual quality

Image gathering and coding are commonly treated as tasks separate from each other and from the digital processing used to restore and enhance the images. The goal is to develop a method that allows us to assess quantitatively the combined performance of image gathering and coding for the digital restoration of images with high visual quality. Digital restoration is often interactive because visual quality depends on perceptual rather than mathematical considerations, and these considerations vary with the target, the application, and the observer. The approach is based on the theoretical treatment of image gathering as a communication channel (J. Opt. Soc. Am. A2, 1644(1985);5,285(1988). Initial results suggest that the practical upper limit of the information contained in the acquired image data range typically from approximately 2 to 4 binary information units (bifs) per sample, depending on the design of the image-gathering system. The associated information efficiency of the transmitted data (i.e., the ratio of information over data) ranges typically from approximately 0.3 to 0.5 bif per bit without coding to approximately 0.5 to 0.9 bif per bit with lossless predictive compression and Huffman coding. The visual quality that can be attained with interactive image restoration improves perceptibly as the available information increases to approximately 3 bifs per sample. However, the perceptual improvements that can be attained with further increases in information are very subtle and depend on the target and the desired enhancement.

Huck, Friedrich O.

Design strategies and functionality of the Visual Interface for Virtual Interaction Development (VIVID) tool

Development of interactive virtual environments (VE) has typically consisted of three primary activities: model (object) development, model relationship tree development, and environment behavior definition and coding. The model and relationship tree development activities are accomplished with a variety of well-established graphic library (GL) based programs - most utilizing graphical user interfaces (GUI) with point-and-click interactions. Because of this GUI format, little programming expertise on the part of the developer is necessary to create the 3D graphical models or to establish interrelationships between the models. However, the third VE development activity, environment behavior definition and coding, has generally required the greatest amount of time and programmer expertise. Behaviors, characteristics, and interactions between objects and the user within a VE must be defined via command line C coding prior to rendering the environment scenes. In an effort to simplify this environment behavior definition phase for non-programmers, and to provide easy access to model and tree tools, a graphical interface and development tool has been created. The principal thrust of this research is to effect rapid development and prototyping of virtual environments. This presentation will discuss the 'Visual Interface for Virtual Interaction Development' (VIVID) tool; an X-Windows based system employing drop-down menus for user selection of program access, models, and trees, behavior editing, and code generation. Examples of these selection will be highlighted in this presentation, as will the currently available program interfaces. The functionality of this tool allows non-programming users access to all facets of VE development while providing experienced programmers with a collection of pre-coded behaviors. In conjunction with its existing, interfaces and predefined suite of behaviors, future development plans for VIVID will be described. These include incorporation of dual user virtual environment enhancements, tool expansion, and additional behaviors.

Nguyen, Lac

Flow Visualization for Plume-Surface Interaction at Martian-Relevant Lander Environments

This paper describes a jet impingement experiment performed in a large-scale vacuum chamber at Martian-relevant ambient pressure conditions, with the motivation of studying plume-surface interaction (PSI) caused by the exhaust plume of a lander interacting with the planetary surface. Flow visualization of an inert supersonic jet was performed using planar laser-induced fluorescence (PLIF), which is a molecular-based, two-dimensional measurement technique. Representative instantaneous and time-averaged visualizations of the impinging jet at two different nozzle flow conditions corresponding to the underexpanded and overexpanded jet regimes are presented for up to six different dimensionless altitudes h/De. The time-averaged measured spatial distribution of impingement pressures at these conditions is also reported. The PLIF visualizations appear to be critical towards explaining unexpected behavior in the impingement pressure, such as a higher impingement pressure for the underexpanded condition at h/De = 10, compared to a lower altitude of h/De = 8. This behavior can be attributed to differences in the stagnation shock structure observed in the PLIF images. The PLIF images also reveal significant flow separation at the nozzle exit for the overexpanded jet conditions. Further analysis of the test data as well as combined flow visualization and surface diagnostics for future ground tests will help inform engineering designs for landings on the Martian surface while mitigating PSI risks.

PLIF

Flow Visualization for Plume-Surface Interaction at Martian-Relevant Lander Environments

This paper describes a jet impingement experiment performed in a large-scale vacuum chamber at Martian-relevant ambient pressure conditions, with the motivation of studying plume-surface interaction (PSI) caused by the exhaust plume of a lander interacting with the planetary surface. Flow visualization of an inert supersonic jet was performed using planar laser-induced fluorescence (PLIF), which is a molecular-based, two-dimensional measurement technique. Representative instantaneous and time-averaged visualizations of the impinging jet at two different nozzle flow conditions corresponding to the underexpanded and overexpanded jet regimes are presented for up to six different dimensionless altitudes h/De. The time-averaged measured spatial distribution of impingement pressures at these conditions is also reported. The PLIF visualizations appear to be critical towards explaining unexpected behavior in the impingement pressure, such as a higher impingement pressure for the underexpanded condition at h/De = 10, compared to a lower altitude of h/De = 8. This behavior can be attributed to differences in the stagnation shock structure observed in the PLIF images. The PLIF images also reveal significant flow separation at the nozzle exit for the overexpanded jet conditions. Further analysis of the test data as well as combined flow visualization and surface diagnostics for future ground tests will help inform engineering designs for landings on the Martian surface while mitigating PSI risks.

PLIF

Physics of Hard Spheres Experiment: Significant and Quantitative Findings Made

Direct examination of atomic interactions is difficult. One powerful approach to visualizing atomic interactions is to study near-index-matched colloidal dispersions of microscopic plastic spheres, which can be probed by visible light. Such spheres interact through hydrodynamic and Brownian forces, but they feel no direct force before an infinite repulsion at contact. Through the microgravity flight of the Physics of Hard Spheres Experiment (PHaSE), researchers have sought a more complete understanding of the entropically driven disorder-order transition in hard-sphere colloidal dispersions. The experiment was conceived by Professors Paul M. Chaikin and William B. Russel of Princeton University. Microgravity was required because, on Earth, index-matched colloidal dispersions often cannot be density matched, resulting in significant settling over the crystallization period. This settling makes them a poor model of the equilibrium atomic system, where the effect of gravity is truly negligible. For this purpose, a customized light-scattering instrument was designed, built, and flown by the NASA Glenn Research Center at Lewis Field on the space shuttle (shuttle missions STS 83 and STS 94). This instrument performed both static and dynamic light scattering, with sample oscillation for determining rheological properties. Scattered light from a 532- nm laser was recorded either by a 10-bit charge-coupled discharge (CCD) camera from a concentric screen covering angles of 0 to 60 or by sensitive avalanche photodiode detectors, which convert the photons into binary data from which two correlators compute autocorrelation functions. The sample cell was driven by a direct-current servomotor to allow sinusoidal oscillation for the measurement of rheological properties. Significant microgravity research findings include the observation of beautiful dendritic crystals, the crystallization of a "glassy phase" sample in microgravity that did not crystallize for over 1 year in 1g (Earth's gravity), and the emergence of face-centered-cubic (FCC) crystals late in the coarsening process (as small crystallites lost particles to the slow ripening of large crystallites). Significant quantitative findings from the microgravity experiments have been developed describing complex interactions among crystallites during the growth process, as concentration fields overlap in the surrounding disordered phase. Time-resolved Bragg scattering under microgravity captures one effect of these interactions quite conclusively for the sample at a volume fraction of 0.528. From the earliest time until the sample is almost fully crystalline, the size and overall crystallinity grow monotonically, but the number of crystallites per unit volume (number density) falls. Apparently nucleation is slower than the loss of crystallites because of the transfer of particles from small to large crystals. Thus, coarsening occurs simultaneously with growth, rather than following the completion of nucleation and growth as is generally assumed. In the same sample, an interesting signature appears in the apparent number density of crystallites and the volume fraction within the crystallites shortly before full crystallinity is reached. A brief upturn in both indicates the creation of more domains of the size of the average crystallite simultaneous with the compression of the crystallites. Only the emergence of dendritic arms offers a reasonable explanation. The arms would be "seen" by the light scattering as separate domains whose smaller radii of curvature would compress the interior phase. In fiscal year 1999, numerous papers, a doctoral dissertation, and the PHaSE final report were produced. Although this flight project has been completed, plans are in place for a follow-on colloid experiment by Chaikin and Russel that employs a light microscope within Glenn's Fluids and Combustion Facility on the International Space Station. PHaSE is providing us with a deeper understanding of the nure of phase transitions. The knowledge derived has added to the understanding of condensed matter. In addition, the burgeoning study of the dynamics of colloidal self-assembly may lead to the development of a range of photonic materials that control the desirable properties of light. Thus, applications of ordered colloidal structures include not only ultrastructure ceramics, but also photonic crystals and photothermal nanosecond light-switching devices. Industries dealing with semiconductors, electro-optics, ceramics, and composites stand to benefit from such advancements.

Doherty, Michael P.

Online Visualization and Analysis of NASA Satellite-Based Global and Regional Precipitation Products Through Giovanni

Observational data are essential for Earth science research and applications. Traditional ground-based observations suffer from many limitations (e.g. costly deployment). As a result, data are often sparse and inconsistent, especially over vast oceans that cover nearly 71% of the Earth's surface, and for remote continents. Precipitation is one of the important physical parameters in the global hydrological cycle and other disciplines. Each year, severe floods and droughts happen in different parts of the world and cause significant damage to the economy, as well as human casualties (e.g. Hurricane Katrina, the Dust Bowl). Accurate and timely precipitation observations and predictions are important for research and applications. However, ground-based precipitation observations are quite limited, especially in remote and mountainous regions. Since the satellite era began, satellite-based precipitation products have gained popularity in Earth science research, applications, and education. Accessing satellite products can be a daunting task to many users, especially those who do not have prior experience or knowledge with satellite data. Recognizing this obstacle, the NASA Goddard Earth Sciences and Data and Information Services Center (GES DISC), home to data archives for the NASA-JAXA Tropical Rainfall Measuring Mission (TRMM) and Global Precipitation Measurement (GPM), has developed data services including an online visualization and analysis tool, Giovanni (the Geospatial Interactive Online Visualization ANd aNalysis Infrastructure), enabling users at different levels to access, explore, and evaluate NASA satellite-based data products without downloading either data and software, or requiring coding. Currently, global and regional precipitation products from different satellite missions (TRMM, GPM) and projects (e.g. the Modern Era Retrospective-analysis for Research and Applications Version 2 (MERRA-2), and the North American Land Data Assimilation System (NLDAS)), ranging from half-hourly to monthly temporal resolution, are available in Giovanni. There are over 1900 variables in Giovanni, covering measurements in precipitation, hydrology, atmospheric dynamics, atmospheric chemistry, etc. In this poster presentation, we will provide a live demonstration of Giovanni and its latest development, including precipitation-related variables, and new basic features such as polar projections. The session will also provide a Q&A opportunity for attendees.

Giovanni

Evaluation of tests for vestibular function

Vestibular testing methodologies are examined in terms of their clinical value and applicability to the assessment of astronaut candidates and human responses to microgravity. Classical and novel testing approaches are examined in terms of nine functions such as otolith organs, vestibular neural processing, and ocular motor systems. The tests reviewed include the basic vestibular-function test battery, postural stability testing, visual-vestibular interaction, reactions to off-axis rotation, and vestibular evoked responses. The basic test battery is shown to be essential for astronaut and inertial-environment baseline-data evaluations, whereas the newer and research tests are only recommended in special cases. Stimulus rearrangement and motion-sickness tests are indicated for testing adaptation to inertial environments. Postural stability and visual-vestibular interaction are recommended for evaluating one's suitability for being an astronaut.

Source record

Development of Level of Detail System and First-Person Camera for the GCAS Visualization Suite

The use of data-driven simulations has become standard practice as part of planning for future space missions. These simulations allow visualizing the data interactively to show what the data represents, as well as the importance of the data in the context of the mission. Using this visualized data can enhance users’ understanding of it and accelerate analysis efforts related to missions planned around it. Three-dimensional (3D) visualization software was developed to allow creating 3D representations of various communication systems, as well as the physical terrain of the Moon, for upcoming missions. The goal of this software development effort was to create interactive visualization capabilities in the Glenn Research Center Communication Analysis Suite (GCAS) using data exported from MATLAB® (MathWorks, Inc.) scripts. This software had the functionality to visualize the line of sight and dynamic link margins of the communication satellites orbiting the Earth and the Moon. One important addition to this was the visualization of the terrain data located within the GeoTIFF files, which were produced in an effort to understand the Moon’s terrain. Proper displacement values of this data have to be visualized to showcase where craters are located and how the shadow casting works with said craters at different points of the day, as well as analysis of possible landing sites for future lunar expeditions. The graphics library coded in JavaScript, three.js, had been previously selected for developing this visualization software. The software was revised to conform to modern standards, then further developed to convert the MATLAB® data into JavaScript 3D objects and Blender GL Transmission Format Binary file (GLB) objects, which were to be imported into the scene. In the process, a variety of other testing projects were created to be combined with this project at a later point; these included the first-person camera movements around spherical objects to portray human movement around the Moon, GeoTIFF loading methods, data transfer methods for incorporating the elevation data into the scene, and level of detail (LOD) capabilities to decrease memory usage and rendering time.

Visualization

Modeling Visual, Vestibular and Oculomotor Interactions in Self-Motion Estimation

A computational model of human self-motion perception has been developed in collaboration with Dr. Leland S. Stone at NASA Ames Research Center. The research included in the grant proposal sought to extend the utility of this model so that it could be used for explaining and predicting human performance in a greater variety of aerospace applications. This extension has been achieved along with physiological validation of the basic operation of the model.

Perrone, John

Time Resolved Visualization of Liquid Jet Interaction With H2-Air Rotating Detonations Using MHz Rate Diesel PLIF

The characterization of the dynamic response of liquid jets to transient detonation wave passage is critical for optimization and modeling of liquid fueled rotating detonation combustors. In this work, a rotating detonation combustor (RDC) is operated on hydrogen and air to sustain stable detonation waves that acts as a detonation driver and interact in a one-way coupled manner with a single liquid fuel jet that propagates into the combustion chamber with cycle periods of ~ 250 μs. Diesel is utilized as a realistic fuel surrogate with higher aromatic compounds to enable fluorescence excitation, using the 355 nm thirdharmonic output of a burst-mode Nd:YAG laser, imaged at rates up to 1 MHz. By optimizing the technique to accommodate orders of magnitude variations in the fuel density throughout the injection process, the PLIF data enable quantitative measurements including the refill time, the relative recovery between liquid and gaseous jets and jet trajectory across various momentum flux ratio. As the passage of the detonation wave imparts significant changes in the momentum flux ratio, the qualitative liquid break-up process and spatial distribution varies significantly in time. As the injection system recovers ~ 70% of the cycle period and return to a quasi-steady position and allow comparisons with theoretical jet trajectories. These data, enabled by ultra-high-speed PLIF imaging, represent some of the first detailed measurements for quantifying the dynamic response and recovery of liquid jets exposed to periodic detonations in an operating RDC.

Propulsion

Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder

We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.

Stoker, C.

Role of the flocculus of the cerebellum in motor learning of the vestibulo-ocular reflex

Structure-function studies at the systems level are an effective method for understanding the relationship of the central nervous system to behavior. Motor learning or adaptation of the vestibulo-ocular reflex is a clear example wherein this approach has been productive. During a vestibulo-ocular reflex the brain converts a head velocity signal, transduced through the vestibular semicircular canals, into an eye movement command delivered to the extraocular muscles. If the viewed target remains on the fovea of the retina, the reflex is compensatory, and its gain, eye velocity/head velocity, is one. When the image of the viewed object slips across the retina, visual acuity decreases, and the gain of the reflex, which is no longer one, is plastically adapted or adjusted until retinal stability is restored. The anatomic substrate for this plasticity thus involves brain structures in which visual-vestibular interaction can potentially occur, as well as vestibular and visual sensory and oculomotor motor structures. Further, it has been known for many years that removal of the flocculus of the cerebellum permanently precludes further vestibulo-ocular reflex adaptation, demonstrating the involvement of the cerebellum in this behavior. Maekawa and Simpson (J Neurophysiol 1973;36: 649-66) discovered that one visual input to the flocculus involved the accessory optic system and the inferior olive. Ensuing work has demonstrated that the visual signals used to adapt the vestibulo-ocular reflex are transmitted by this accessory optic system to the flocculus and subsequently to brain stem structures involved in vestibulo-ocular reflex plasticity. Presently the inclusive list of anatomic sites involved in vestibulo-ocular reflex circuitry and its adaptive plasticity is small. Our laboratory continues to believe that this behavior should be caused by interactions within this small class of neurons. By studying each class of identified neuron and its interactions with others within the list, we hope to ultimately understand the mechanisms used by the brain in the expression of this behavior.

Non-NASA Center

Programs Visualize Earth and Space for Interactive Education

Kevin Hussey and others at the Jet Propulsion Laboratory produced web applications to visualize all of the spacecraft in orbit around Earth and in the Solar System. Hussey worked with Milwaukee, Wisconsin-based The Elumenati to rewrite the programs, and after licensing them, the company started offering a version that can be viewed on spheres and dome theaters for schools, museums, science centers, and other institutions.

Source record

Envision: An interactive system for the management and visualization of large geophysical data sets

Envision is a software project at the University of Illinois and Texas A&M, funded by NASA's Applied Information Systems Research Project. It provides researchers in the geophysical sciences convenient ways to manage, browse, and visualize large observed or model data sets. Envision integrates data management, analysis, and visualization of geophysical data in an interactive environment. It employs commonly used standards in data formats, operating systems, networking, and graphics. It also attempts, wherever possible, to integrate with existing scientific visualization and analysis software. Envision has an easy-to-use graphical interface, distributed process components, and an extensible design. It is a public domain package, freely available to the scientific community.

Searight, K. R.

Emergency Response Virtual Environment for Safe Schools

An intelligent emergency response virtual environment (ERVE) that provides emergency first responders, response planners, and managers with situational awareness as well as training and support for safe schools is presented. ERVE incorporates an intelligent agent facility for guiding and assisting the user in the context of the emergency response operations. Response information folders capture key information about the school. The system enables interactive 3D visualization of schools and academic campuses, including the terrain and the buildings' exteriors and interiors in an easy to use Web..based interface. ERVE incorporates live camera and sensors feeds and can be integrated with other simulations such as chemical plume simulation. The system is integrated with a Geographical Information System (GIS) to enable situational awareness of emergency events and assessment of their effect on schools in a geographic area. ERVE can also be integrated with emergency text messaging notification systems. Using ERVE, it is now possible to address safe schools' emergency management needs with a scaleable, seamlessly integrated and fully interactive intelligent and visually compelling solution.

Wasfy, Ayman