Search NASA⌕ Search

SEARCH · Search NASA

Results for “motion cueing”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 145 records · Page 8

Spatial Cognitive Performance During Adaptation to Conflicting Tilt-Translation Stimuli as a Sensorimotor Spaceflight Analog

The need to resolve new patterns of sensory feedback in altered gravitoinertial environments requires cognitive processes to develop appropriate reference frames for spatial orientation awareness. The purpose of this study was to examine deficits in spatial cognitive performance during adaptation to conflicting tilt-translation stimuli. Fourteen subjects were tilted within a lighted enclosure that simultaneously translated at one of 3 frequencies. Tilt and translation motion was synchronized to maintain the resultant gravitoinertial force aligned with the longitudinal body axis, resulting in a mismatch analogous to spaceflight in which the canals and vision signal tilt while the otoliths do not. Changes in performance on different spatial cognitive tasks were compared 1) without motion, 2) with tilt motion alone (pitch at 0.15, 0.3 and 0.6 Hz or roll at 0.3 Hz), and 3) with conflicting tilt-translation motion. The adaptation paradigm was continued for up to 30 min or until the onset of nausea. The order of the adaptation conditions were counter-balanced across 4 different test sessions. There was a significant effect of stimulus frequency on both motion sickness and spatial cognitive performance. Only 3 of 14 were able to complete the full 30 min protocol at 0.15 Hz, while 7 of 14 completed 0.3 Hz and 13 of 14 completed 0.6 Hz. There were no changes in simple visual-spatial cognitive tests, e.g., mental rotation or match-to-sample. There were significant deficits during 0.15 Hz adaptation in both accuracy and reaction time during a spatial reference task in which subjects are asked to identify a match of a 3D reoriented cube assemblage. Our results are consistent with antidotal reports of cognitive impairment that are common during sensorimotor adaptation with G-transitions. We conclude that these cognitive deficits stem from the ambiguity of spatial reference frames for central processing of inertial motion cues.

Kayanickupuram, A. J.↗

The Flostation - an Immersive Cyberspace System

A flostation is a computer-controlled apparatus that, along with one or more computer(s) and other computer-controlled equipment, is part of an immersive cyberspace system. The system is said to be immersive in two senses of the word: (1) It supports the body in a modified form neutral posture experienced in zero gravity and (2) it is equipped with computer-controlled display equipment that helps to give the occupant of the chair a feeling of immersion in an environment that the system is designed to simulate. Neutral immersion was conceived during the Gemini program as a means of training astronauts for working in a zerogravity environment. Current derivatives include neutral-buoyancy tanks and the KC-135 airplane, each of which mimics the effects of zero gravity. While these have performed well in simulating the shorter-duration flights typical of the space program to date, a training device that can take astronauts to the next level will be needed for simulating longer-duration flights such as that of the International Space Station. The flostation is expected to satisfy this need. The flostation could also be adapted and replicated for use in commercial ventures ranging from home entertainment to medical treatment. The use of neutral immersion in the flostation enables the occupant to recline in an optimal posture of rest and meditation. This posture, combines savasana (known to practitioners of yoga) and a modified form of the neutral posture assumed by astronauts in outer space. As the occupant relaxes, awareness of the physical body is reduced. The neutral body posture, which can be maintained for hours without discomfort, is extended to the eyes, ears, and hands. The occupant can be surrounded with a full-field-of-view visual display and nearphone sound, and can be stimulated with full-body vibration and motion cueing. Once fully immersed, the occupant can use neutral hand controllers (that is, hand-posture sensors) to control various aspects of the simulated environment.

Park, Brian↗

Verifying Implementation of the Dryden Turbulence Model and MIL-F-8785 Gust Gradient

Turbulence modeling in human-in-the-loop simulation is important to assessing aircraft handling qualities and pilot performance and to provide additional realism for pilot training. In the simulation community, the Dryden turbulence spectra is a popular choice for modeling the linear turbulent gusts because its rational form is efficiently reproduced by passing white noise through linear filters. The MIL-F-8785 gust gradients similarly use additional linear filters to model the gradient of the turbulent gust over the wing, and it represents the gust gradients as perturbations to the air-relative rotational rates. The Cockpit Motion Facility at NASA Langley Research Center (LaRC) models continuous random turbulence using the Dryden one-dimensional spectra and MIL-F-8785 gust gradient. The facility recently reviewed and updated its verification of these models as part of an initiative to improve motion cueing under turbulence. This exercise introduced improved methods for verifying the turbulence models and led to rediscovery of model assumptions that informed improvements to implementation.

Madden, Michael M.↗

Developing a Motion-Based System for Lunar Vehicle Handling Qualities Testing

— Motion and visual cue influences are critical in any simulator system, as they impact multiple aspects of the human’s neurovestibular and visual systems. Cues of real motion proceeds to the brain before cues of visual change. It is important therefore for simulator motion cues to exist and to match those realistically with those of the real vehicle to provide transferable training of the activity for operations. The United Kingdom’s Royal Air Force Institute of Aviation Medicine (1989)[1] stated that motion platforms are the only simulation devices capable of fully stimulating the body motion sensors. They confirmed that motion platforms can impart accelerations to the whole body and therefore exercise the automatic motion feedback-loop that operators are used to. With both visual and motion cues handling the vehicle becomes more realistic. Strachan (2019)[1] confirms motion cueing from a well set-up motion platform has been found to be important especially in conditions such as night or reduced visibility where motion cues may be more relied upon. As of this writing, the only lunar rover motion simulator is housed at the General Motors (GM) Milford Proving Ground, which only simulates the motions of a traditional car. A NASA Test Team proposed to complete a motion-based simulation system for NASA’s Lunar Terrain Vehicle (LTV) which resides at Johnson Space Center’s Systems Engineering Simulator facility. This activity integrated existing fixed base simulation capabilities with a newly procured six-degree of freedom motion base platform for the design, development, evaluation, and training associated with the LTV project. This would incorporate a South Pole Lunar virtual reality simulation using Lunar Reconnaissance Orbiter 5m/pixel high-resolution imagery and Unreal 5.2 Virtual Shadow Maps, combined with a virtual reality (VR) headset, integrated within a rover cockpit on a Mikrolar Motion Platform for evaluating human performance and vehicle handling qualities for concept roving vehicle designs. The motion-based system received its Human Rating Certification on March 2023. To begin testing the new facility, a preliminary handling qualities study was conducted. The objectives were to determine if there is a correlation amongst three handling quality methods of performance for a lunar vehicle and to understand the effects of a simulated 1/6-g loads and visuals with a motion platform on the operator while in a 1-g physical environment. The capability this system provides directly benefits the NASA’s Extravehicular Activity and Human Surface Mobility Program and NASA’s Flight Operations Directorate in evaluating the driving qualities of vehicle concepts, human performance related to the operating of a lunar surface vehicle, and assessment of suit related driving impacts. It would also provide direct operational benefit by providing a first-in class and unique simulation platform for the lunar astronaut training curriculum. The empirical knowledge of rover and human performance on this scale is paramount as there is currently no other lunar surface simulator with these capabilities. The result of this study ensures a broadly applicable method of testing for shirtsleeve, unpressurized and pressurized suited rover handling qualities.

Test Track↗

Empirical comparison of a fixed-base and a moving-base simulation of a helicopter engaged in visually conducted slalom runs

Combined visual, motion, and aural cues for a helicopter engaged in visually conducted slalom runs at low altitude were studied. The evaluation of the visual and aural cues was subjective, whereas the motion cues were evaluated both subjectively and objectively. Subjective and objective results coincided in the area of control activity. Generally, less control activity is present under motion conditions than under fixed-base conditions, a fact attributed subjectively to the feeling of realistic limitations of a machine (helicopter) given by the addition of motion cues. The objective data also revealed that the slalom runs were conducted at significantly higher altitudes under motion conditions than under fixed-base conditions.

Parrish, R. V.↗

The effects of motion and g-seat cues on pilot simulator performance of three piloting tasks

Data are presented that show the effects of motion system cues, g-seat cues, and pilot experience on pilot performance during takeoffs with engine failures, during in-flight precision turns, and during landings with wind shear. Eight groups of USAF pilots flew a simulated KC-135 using four different cueing systems. The basic cueing system was a fixed-base type (no-motion cueing) with visual cueing. The other three systems were produced by the presence of either a motion system or a g-seat, or both. Extensive statistical analysis of the data was performed and representative performance means were examined. These data show that the addition of motion system cueing results in significant improvement in pilot performance for all three tasks; however, the use of g-seat cueing, either alone or in conjunction with the motion system, provides little if any performance improvement for these tasks and for this aircraft type.

Showalter, T. W.↗

Spatial scale of motion segmentation from speed cues

For the accurate perception of multiple, potentially overlapping, surfaces or objects, the visual system must distinguish different local motion vectors and selectively integrate similar motion vectors over space to segment the retinal image properly. We recently showed that large differences in speed are required to yield a percept of motion transparency. In the present study, to investigate the spatial scale of motion segmentation from speed cues alone, we measured the speed-segmentation threshold (the minimum speed difference required for 75% performance accuracy) for 'corrugated' random-dot patterns, i.e. patterns in which dots with two different speeds were alternately placed in adjacent bars of variable width. In a first experiment, we found that, at large bar widths, a smaller speed difference was required to segment and perceive the corrugated pattern of moving dots, while at small bar-widths, a larger speed difference was required to segment the two speeds and perceive two transparent surfaces of moving dots. Both the perceptual and segmentation performance transitions occurred at a bar width of around 0.4 degrees. In a second experiment, speed-segmentation thresholds were found to increase sharply when dots with different speeds were paired within a local pooling area. The critical pairing distance was about 0.2 degrees in the fovea and increased linearly with stimulus eccentricity. However, across the range of eccentricities tested (up to 15 degrees ), the critical pairing distance did not change much and remained close to the receptive field size of neurons within the primate primary visual cortex. In a third experiment, increasing dot density changed the relationship between speed-segmentation thresholds and bar width. Thresholds decreased for large bar widths, but increased for small bar widths. All of these results are well fit by a simple stochastic model, which estimates the probabilities of having identical or different motion vectors within a local pooling area whose size is the same as that of primate V1 neurons. Altogether, these results demonstrate that speed-based segmentation can function well, even at small spatial scales (i.e. high-spatial frequencies of spatial corrugation) and thereby emphasizes the critical role of a local pooling process early in the cortical motion-processing pathway.

NASA Discipline Neuroscience↗

Motion-base simulator study of control of an externally blown flap STOL transport aircraft after failure of an outboard engine during landing approach

A moving-base simulator investigation of the problems of recovery and landing of a STOL aircraft after failure of an outboard engine during final approach was made. The approaches were made at 75 knots along a 6 deg glide slope. The engine was failed at low altitude and the option to go around was not allowed. The aircraft was simulated with each of three control systems, and it had four high-bypass-ratio fan-jet engines exhausting against large triple-slotted wing flaps to produce additional lift. A virtual-image out-the-window television display of a simulated STOL airport was operating during part of the investigation. Also, a simple heads-up flight director display superimposed on the airport landing scene was used by the pilots to make some of the recoveries following an engine failure. The results of the study indicated that the variation in visual cues and/or motion cues had little effect on the outcome of a recovery, but they did have some effect on the pilot's response and control patterns.

Middleton, D. B.↗

Manual control of yaw motion with combined visual and vestibular cues

Measurements are made of manual control performance in the closed-loop task of nulling perceived self-rotation velocity about an earth-vertical axis. Self-velocity estimation was modelled as a function of the simultaneous presentation of vestibular and peripheral visual field motion cues. Based on measured low-frequency operator behavior in three visual field environments, a parallel channel linear model is proposed which has separate visual and vestibular pathways summing in a complementary manner. A correction to the frequency responses is provided by a separate measurement of manual control performance in an analogous visual pursuit nulling task. The resulting dual-input describing function for motion perception dependence on combined cue presentation supports the complementary model, in which vestibular cues dominate sensation at frequencies above 0.05 Hz. The describing function model is extended by the proposal of a non-linear cue conflict model, in which cue weighting depends on the level of agreement between visual and vestibular cues.

Zacharias, G. L.↗

Algorithm for Simulating Atmospheric Turbulence and Aeroelastic Effects on Simulator Motion Systems

Atmospheric turbulence produces high frequency accelerations in aircraft, typically greater than the response to pilot input. Motion system equipped flight simulators must present cues representative of the aircraft response to turbulence in order to maintain the integrity of the simulation. Currently, turbulence motion cueing produced by flight simulator motion systems has been less than satisfactory because the turbulence profiles have been attenuated by the motion cueing algorithms. This report presents a new turbulence motion cueing algorithm, referred to as the augmented turbulence channel. Like the previous turbulence algorithms, the output of the channel only augments the vertical degree of freedom of motion. This algorithm employs a parallel aircraft model and an optional high bandwidth cueing filter. Simulation of aeroelastic effects is also an area where frequency content must be preserved by the cueing algorithm. The current aeroelastic implementation uses a similar secondary channel that supplements the primary motion cue. Two studies were conducted using the NASA Langley Visual Motion Simulator and Cockpit Motion Facility to evaluate the effect of the turbulence channel and aeroelastic model on pilot control input. Results indicate that the pilot is better correlated with the aircraft response, when the augmented channel is in place.

Ercole, Anthony V.↗

Tilt and Translation Motion Perception during Pitch Tilt with Visual Surround Translation

The central nervous system must resolve the ambiguity of inertial motion sensory cues in order to derive an accurate representation of spatial orientation. Previous studies suggest that multisensory integration is critical for discriminating linear accelerations arising from tilt and translation head motion. Visual input is especially important at low frequencies where canal input is declining. The NASA Tilt Translation Device (TTD) was designed to recreate postflight orientation disturbances by exposing subjects to matching tilt self motion with conflicting visual surround translation. Previous studies have demonstrated that brief exposures to pitch tilt with foreaft visual surround translation produced changes in compensatory vertical eye movement responses, postural equilibrium, and motion sickness symptoms. Adaptation appeared greatest with visual scene motion leading (versus lagging) the tilt motion, and the adaptation time constant appeared to be approximately 30 min. The purpose of this study was to compare motion perception when the visual surround translation was inphase versus outofphase with pitch tilt. The inphase stimulus presented visual surround motion one would experience if the linear acceleration was due to foreaft self translation within a stationary surround, while the outofphase stimulus had the visual scene motion leading the tilt by 90 deg as previously used. The tilt stimuli in these conditions were asymmetrical, ranging from an upright orientation to 10 deg pitch back. Another objective of the study was to compare motion perception with the inphase stimulus when the tilts were asymmetrical relative to upright (0 to 10 deg back) versus symmetrical (10 deg forward to 10 deg back). Twelve subjects (6M, 6F, 22-55 yrs) were tested during 3 sessions separated by at least one week. During each of the three sessions (out-of-phase asymmetrical, in-phase asymmetrical, inphase symmetrical), subjects were exposed to visual surround translation synchronized with pitch tilt at 0.1 Hz for a total of 30 min. Tilt and translation motion perception was obtained from verbal reports and a joystick mounted on a linear stage. Horizontal vergence and vertical eye movements were obtained with a binocular video system. Responses were also obtained during darkness before and following 15 min and 30 min of visual surround translation. Each of the three stimulus conditions involving visual surround translation elicited a significantly reduced sense of perceived tilt and strong linear vection (perceived translation) compared to pre-exposure tilt stimuli in darkness. This increase in perceived translation with reduction in tilt perception was also present in darkness following 15 and 30 min exposures, provided the tilt stimuli were not interrupted. Although not significant, there was a trend for the inphase asymmetrical stimulus to elicit a stronger sense of both translation and tilt than the out-of-phase asymmetrical stimulus. Surprisingly, the inphase asymmetrical stimulus also tended to elicit a stronger sense of peak-to-peak translation than the inphase symmetrical stimulus, even though the range of linear acceleration during the symmetrical stimulus was twice that of the asymmetrical stimulus. These results are consistent with the hypothesis that the central nervous system resolves the ambiguity of inertial motion sensory cues by integrating inputs from visual, vestibular, and somatosensory systems.

O'Sullivan, Brita M.↗

Roll tracking effects of G-vector tilt and various types of motion washout

In a dogfight scenario, the task was to follow the target's roll angle while suppressing gust disturbances. All subjects adopted the same behavioral strategies in following the target while suppressing the gusts, and the MFP-fitted math model response was generally within one data symbol width. The results include the following: (1) comparisons of full roll motion (both with and without the spurious gravity tilt cue) with the static case. These motion cues help suppress disturbances with little net effect on the visual performance. Tilt cues were clearly used by the pilots but gave only small improvement in tracking errors. (2) The optimum washout (in terms of performance close to real world, similar behavioral parameters, significant motion attenuation (60 percent), and acceptable motion fidelity) was the combined attenuation and first-order washout. (3) Various trends in parameters across the motion conditions were apparent, and are discussed with respect to a comprehensive model for predicting adaptation to various roll motion cues.

Jex, H. R.↗

Developments in Human Centered Cueing Algorithms for Control of Flight Simulator Motion Systems

The authors conducted further research with cueing algorithms for control of flight simulator motion systems. A variation of the so-called optimal algorithm was formulated using simulated aircraft angular velocity input as a basis. Models of the human vestibular sensation system, i.e. the semicircular canals and otoliths, are incorporated within the algorithm. Comparisons of angular velocity cueing responses showed a significant improvement over a formulation using angular acceleration input. Results also compared favorably with the coordinated adaptive washout algorithm, yielding similar results for angular velocity cues while eliminating false cues and reducing the tilt rate for longitudinal cues. These results were confirmed in piloted tests on the current motion system at NASA-Langley, the Visual Motion Simulator (VMS). Proposed future developments by the authors in cueing algorithms are revealed. The new motion system, the Cockpit Motion Facility (CMF), where the final evaluation of the cueing algorithms will be conducted, is also described.

Houck, Jacob A.↗

Effects of motion base and g-seat cueing of simulator pilot performance

In order to measure and analyze the effects of a motion plus g-seat cueing system, a manned-flight-simulation experiment was conducted utilizing a pursuit tracking task and an F-16 simulation model in the NASA Langley visual/motion simulator. This experiment provided the information necessary to determine whether motion and g-seat cues have an additive effect on the performance of this task. With respect to the lateral tracking error and roll-control stick force, the answer is affirmative. It is shown that presenting the two cues simultaneously caused significant reductions in lateral tracking error and that using the g-seat and motion base separately provided essentially equal reductions in the pilot's lateral tracking error.

Ashworth, B. R.↗

Depth Perception, Cueing, and Control

Humans rely on a variety of visual cues to inform them of the depth or range of a particular object or feature. Some cues are provided by physiological mechanisms, others from pictorial cues that are interpreted psychologically, and still others by the relative motions of objects or features induced by observer (or vehicle) motions. These cues provide different levels of information (ordinal, relative, absolute) and saliency depending upon depth, task, and interaction with other cues. Display technologies used for head-down and head-up displays, as well as out-the-window displays, have differing capabilities for providing depth cueing information to the observeroperator. In addition to technologies, display content and the source (camera sensor versus computer rendering) provide varying degrees of cue information. Additionally, most displays create some degree of cue conflict. In this paper, visual depth cues and their interactions will be discussed, as well as display technology and content and related artifacts. Lastly, the role of depth cueing in performing closed-loop control tasks will be discussed.

Sweet, Barbara T.↗

Visually induced motion in flight simulation

Visually induced yaw (circularvection) resulting from a moving wide field presentation, and its interaction with vestibular yaw cues generated by base motion is discussed. A model is presented for the interaction between visual and motion cues in yaw which rationalizes the high frequency utilization of vestibular cues and the low frequency use of visual cues to support sustained angular velocity. The implications for fixed and moving base flight simulator design are discussed. Similar considerations apply to visually induced linear velocity (linearvection) and interesting asymmetries in the fore-aft direction are noted. Visually induced pitch and roll are discussed and modelled in terms of conflict between the visually induced motion and the information regarding attitude based upon graviceptor signals.

Young, L. R.↗

Static and Motion-Based Visual Features Used by Airport Tower Controllers: Some Implications for the Design of Remote or Virtual Towers

Visual motion and other visual cues are used by tower controllers to provide important support for their control tasks at and near airports. These cues are particularly important for anticipated separation. Some of them, which we call visual features, have been identified from structured interviews and discussions with 24 active air traffic controllers or supervisors. The visual information that these features provide has been analyzed with respect to possible ways it could be presented at a remote tower that does not allow a direct view of the airport. Two types of remote towers are possible. One could be based on a plan-view, map-like computer-generated display of the airport and its immediate surroundings. An alternative would present a composite perspective view of the airport and its surroundings, possibly provided by an array of radially mounted cameras positioned at the airport in lieu of a tower. An initial more detailed analyses of one of the specific landing cues identified by the controllers, landing deceleration, is provided as a basis for evaluating how controllers might detect and use it. Understanding other such cues will help identify the information that may be degraded or lost in a remote or virtual tower not located at the airport. Some initial suggestions how some of the lost visual information may be presented in displays are mentioned. Many of the cues considered involve visual motion, though some important static cues are also discussed.

Ellis, Stephen R.↗

M.I.T./Canadian vestibular experiments on the Spacelab-1 mission. IV - Space motion sickness: Symptoms, stimuli, and predictability

Three cases of motion sickness that occurred on Spacelab-1 are described. The relation between head movements and symptom intensity is examined. The effects of visual, tactile, and proprioceptive orientation cues on motion sickness are studied. The effectiveness of the drugs used is evaluated and it is observed that the drugs reduce the frequency of vomiting and overall discomfort. Preflight and postflight motion sickness susceptibility data are presented.

Oman, C. M.↗