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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.

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At least 145 records · Page 8

SimSup's Loop: A Control Theory Approach to Spacecraft Operator Training

Immersive simulation is a staple of training for many complex system operators, including astronauts and ground operators of spacecraft. However, while much has been written about simulators, simulation facilities, and operator certification programs, the topic of how one develops simulation scenarios to train a spacecraft operator is relatively understated in the literature. In this paper, an approach is presented for using control theory as the basis for developing the immersive simulation scenarios for a spacecraft operator training program. The operator is effectively modeled as a high level controller of lower level hardware and software control loops that affect a select set of system state variables. Simulation scenarios are derived from a STAMP-based hazard analysis of the operator's high and low level control loops. The immersive simulation aspect of the overall training program is characterized by selecting a set of scenarios that expose the operator to the various inadequate control actions that stem from control flaws and inadequate control executions in the different sections of the typical control loop. Results from the application of this approach to the Lunar Atmosphere and Dust Environment Explorer (LADEE) mission are provided through an analysis of the simulation scenarios used for operator training and the actual anomalies that occurred during the mission. The simulation scenarios and inflight anomalies are mapped to specific control flaws and inadequate control executions in the different sections of the typical control loop to illustrate the characteristics of anomalies arising from the different sections of the typical control loop (and why it is important for operators to have exposure to these characteristics). Additionally, similarities between the simulation scenarios and inflight anomalies are highlighted to make the case that the simulation scenarios prepared the operators for the mission.

LADEE↗

The Simulation of a Jumbo Jet Transport Aircraft. Volume 2: Modeling Data

The manned simulation of a large transport aircraft is described. Aircraft and systems data necessary to implement the mathematical model described in Volume I and a discussion of how these data are used in model are presented. The results of the real-time computations in the NASA Ames Research Center Flight Simulator for Advanced Aircraft are shown and compared to flight test data and to the results obtained in a training simulator known to be satisfactory.

Hanke, C. R.↗

Data from "Deep Potential Molecular Dynamics Simulations of Low-Temperature Plasma-Surface Interactions"

Data and input files related to the paper "Deep Potential Molecular Dynamics Simulations of Low-Temperature Plasma-Surface Interactions" (https://doi.org/10.1116/6.0004027). This includes the final DP model used in all simulations, training data set, example input files to run DeepMD (with LAMMPS), and data tables summarizing the results obtained from the simulations.

machine learning models↗

Simulator Investigations of the Problems of Flying a Swept-Wing Transport Aircraft in Heavy Turbulence

An investigation of several factors which may contribute to the problem of piloting jet transport aircraft in heavy turbulence was conducted by using a piloted simulator that included the most significant airplane response and cockpit vibrations induced by rough air. Results indicated that the primary fuselage structural frequency contributed significantly to a distracting cockpit environment, and there was obtained evidence of severely reduced instrument flight proficiency during simulated maneuvering flight in heavy turbulence. It is concluded that the addition of similar rough-air response capabilities to training simulators would be of value in pilot indoctrination in turbulent-flight procedures.

Bray, Richard S.↗

A visual display system approach for an advanced spaceflight simulator.

Future training and procedures simulators for advanced spacecraft will require that visual attachments provide forward, side and overhead window field of view capability. This paper presents an approach to high resolution, full color simulation of visual cues over the field of view offered by these crew station windows. Baseline requirements along with supporting rationale are presented. Candidate visual display hardware is identified and trade study results discussed. The display system approach presented is the result of studies which investigated the applicability of Apollo simulator visual display and image generation hardware to advanced spaceflight simulation.

Hock, E. A.↗

The effectiveness of using real-time eye scanning information for pilot training

A study to evaluate the idea of providing pilots feedback on their scan behavior as an instrumentional training aid was conducted jointly by NASA, Piedmont Aviation, and Old Dominion University. The study used Langley's oculometer system to provide a real-time display of the trainee's scan to the instructor pilot in the aft part of the Boeing 737 training simulator at Piedmont. The trainees' scan behavior was also video-taped for viewing by the instructor and trainee after each training session. Based on qualitative data obtained during the study, scan behavior feedback was an effective tool for pilot training.

Spady, A. A., Jr.↗

Parallelization of Rocket Engine System Software (Press)

The main goal is to assess parallelization requirements for the Rocket Engine Numeric Simulator (RENS) project which, aside from gathering information on liquid-propelled rocket engines and setting forth requirements, involve a large FORTRAN based package at NASA Lewis Research Center and TDK software developed by SUBR/UWF. The ultimate aim is to develop, test, integrate, and suitably deploy a family of software packages on various aspects and facets of rocket engines using liquid-propellants. At present, all project efforts by the funding agency, NASA Lewis Research Center, and the HBCU participants are disseminated over the internet using world wide web home pages. Considering obviously expensive methods of actual field trails, the benefits of software simulators are potentially enormous. When realized, these benefits will be analogous to those provided by numerous CAD/CAM packages and flight-training simulators. According to the overall task assignments, Hampton University's role is to collect all available software, place them in a common format, assess and evaluate, define interfaces, and provide integration. Most importantly, the HU's mission is to see to it that the real-time performance is assured. This involves source code translations, porting, and distribution. The porting will be done in two phases: First, place all software on Cray XMP platform using FORTRAN. After testing and evaluation on the Cray X-MP, the code will be translated to C + + and ported to the parallel nCUBE platform. At present, we are evaluating another option of distributed processing over local area networks using Sun NFS, Ethernet, TCP/IP. Considering the heterogeneous nature of the present software (e.g., first started as an expert system using LISP machines) which now involve FORTRAN code, the effort is expected to be quite challenging.

Cezzar, Ruknet↗

Image Processing

A new spinoff product was derived from Geospectra Corporation's expertise in processing LANDSAT data in a software package. Called ATOM (for Automatic Topographic Mapping), it's capable of digitally extracting elevation information from stereo photos taken by spaceborne cameras. ATOM offers a new dimension of realism in applications involving terrain simulations, producing extremely precise maps of an area's elevations at a lower cost than traditional methods. ATOM has a number of applications involving defense training simulations and offers utility in architecture, urban planning, forestry, petroleum and mineral exploration.

Source record↗

Cockpit Resource Management (CRM) training in the 1550th combat crew training wing

The training program the 1550th Combat Crew Training Wing at Kirtland Air Force Base, New Mexico, implemented in September 1985 is discussed. The program is called Aircrew Coordination Training (ACT), and it is designed specifically to help aircrew members work more effectively as a team in their respective aircraft and hopefully to reduce human factors-related accidents. The scope of the 1550th CCTW's training responsibilities is described, the structure of the program, along with a brief look at the content of the academic part of the course. Then the Mission-Oriented Simulator Training (MOST) program is discussed; a program similar to the Line Oriented Flight Training (LOFT) programs. Finally, the future plans for the Aircrew Coordination Training Program at the 1550th is discussed.

Fiedler, Michael T.↗

Intelligent Motion and Interaction Within Virtual Environments

What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

Ellis, Stephen R.↗

Effects of Motion Cues on the Training of Multi-Axis Manual Control Skills

The study described in this paper investigated the effects of two different hexapod motion configurations on the training and transfer of training of a simultaneous roll and pitch control task. Pilots were divided between two groups which trained either under a baseline hexapod motion condition, with motion typically provided by current training simulators, or an optimized hexapod motion condition, with increased fidelity of the motion cues most relevant for the task. All pilots transferred to the same full-motion condition, representing motion experienced in flight. A cybernetic approach was used that gave insights into the development of pilots use of visual and motion cues over the course of training and after transfer. Based on the current results, neither of the hexapod motion conditions can unambiguously be chosen as providing the best motion for training and transfer of training of the used multi-axis control task. However, the optimized hexapod motion condition did allow pilots to generate less visual lead, control with higher gains, and have better disturbance-rejection performance at the end of the training session compared to the baseline hexapod motion condition. Significant adaptations in control behavior still occurred in the transfer phase under the full-motion condition for both groups. Pilots behaved less linearly compared to previous single-axis control-task experiments; however, this did not result in smaller motion or learning effects. Motion and learning effects were more pronounced in pitch compared to roll. Finally, valuable lessons were learned that allow us to improve the adopted approach for future transfer-of-training studies.

flight simulators↗

Flight Dynamics Operations: Methods and Lessons Learned from Space Shuttle Orbit Operations

The Flight Dynamics Officer is responsible for trajectory maintenance of the Space Shuttle. This paper will cover high level operational considerations, methodology, procedures, and lessons learned involved in performing the functions of orbit and rendezvous Flight Dynamics Officer and leading the team of flight dynamics specialists during different phases of flight. The primary functions that will be address are: onboard state vector maintenance, ground ephemeris maintenance, calculation of ground and spacecraft acquisitions, collision avoidance, burn targeting for the primary mission, rendezvous, deorbit and contingencies, separation sequences, emergency deorbit preparation, mass properties coordination, payload deployment planning, coordination with the International Space Station, and coordination with worldwide trajectory customers. Each of these tasks require the Flight Dynamics Officer to have cognizance of the current trajectory state as well as the impact of future events on the trajectory plan in order to properly analyze and react to real-time changes. Additionally, considerations are made to prepare flexible alternative trajectory plans in the case timeline changes or a systems failure impact the primary plan. The evolution of the methodology, procedures, and techniques used by the Flight Dynamics Officer to perform these tasks will be discussed. Particular attention will be given to how specific Space Shuttle mission and training simulation experiences, particularly off-nominal or unexpected events such as shortened mission durations, tank failures, contingency deorbit, navigation errors, conjunctions, and unexpected payload deployments, have influenced the operational procedures and training for performing Space Shuttle flight dynamics operations over the history of the program. These lessons learned can then be extended to future vehicle trajectory operations.

Cutri-Kohart, Rebecca M.↗

EXTRACTING HUMAN RELIABILITY FINDINGS FROM HUMAN FACTORS STUDIES IN THE HUMAN SYSTEMS SIMULATION LABORATORY

Modernization of U.S. nuclear power plants (NPPs) is widespread, with most plants currently replacing and transitioning equipment, control systems, and human system interfaces (HSI)s from analog to digital displays. This conversion remedies the obsolescence of analog parts along with needs for increased intuitiveness of design, safety, and capabilities. The Human Factors and Reliability team at Idaho National Laboratory (INL) carried out twelve control room modernization studies in the newly designed Human Systems Simulation Laboratory (HSSL) over nine years. The HSSL was constructed as a testbed for evaluating human factors techniques and performance measures, HSI frameworks, and cutting-edge operational concepts in NPPs. Installing a full-scope training simulator enabled direct design and evaluation work on the same instrumentation and control (I&C) and HSIs located at U.S. plants. The subsequent addition of glass top bays afforded crews opportunities to implement operations via the simulator using full-scale representations of their home NPP. Additionally, functional HSI prototypes were created, providing an environment for operator-in-the-loop benchmark studies. The HSSL has assisted in upgrades of six commercial NPP control rooms and served as an invaluable proving ground for new NPP operations technology. Human reliability analysis (HRA) was not originally the focus of the studies; however, data relating to HRA such as type and frequency of human errors can be extracted from the studies. INL is currently extracting data from the HSSL study reports to apprise how information gathered from simulation, HSI, and other related studies can create a broad look across different data sources to help inform HRA methods.

99 GENERAL AND MISCELLANEOUS↗

Team Training and Retention of Skills Acquired Above Real Time Training on a Flight Simulator

Above Real-Time Training (ARTT) is the training acquired on a real time simulator when it is modified to present events at a faster pace than normal. The experiments related to training of pilots performed by NASA engineers (Kolf in 1973, Hoey in 1976) and others (Guckenberger, Crane and their associates in the nineties) have shown that in comparison with the real time training (RTT), ARTT provides the following benefits: increased rate of skill acquisition, reduced simulator and aircraft training time, and more effective training for emergency procedures. Two sets of experiments have been performed; they are reported in professional conferences and the respective papers are included in this report. The retention of effects of ARTT has been studied in the first set of experiments and the use of ARTT as top-off training has been examined in the second set of experiments. In ARTT, the pace of events was 1.5 times the pace in RTT. In both sets of experiments, university students were trained to perform an aerial gunnery task. The training unit was equipped with a joystick and a throttle. The student acted as a nose gunner in a hypothetical two place attack aircraft. The flight simulation software was installed on a Universal Distributed Interactive Simulator platform supplied by ECC International of Orlando, Florida. In the first set of experiments, two training programs RTT or ART7 were used. Students were then tested in real time on more demanding scenarios: either immediately after training or two days later. The effects of ARTT did not decrease over a two day retention interval and ARTT was more time efficient than real time training. Therefore, equal test performance could be achieved with less clock-time spent in the simulator. In the second set of experiments three training programs RTT or ARTT or RARTT, were used. In RTT, students received 36 minutes of real time training. In ARTT, students received 36 minutes of above real time training. In RARTT, students received 18 minutes of real time training and 18 minutes of above real time training as top-off training. Students were then tested in real time on more demanding scenarios. The use of ARTT as top-off training after RTT offered better training than RTT alone or ARTT alone. It is, however, suggested that a similar experiment be conducted on a relatively more complex task with a larger sample of participants. Within the proposed duration of the research effort, the setting up of experiments and trial runs on using ARTT for team training were also scheduled but they could not be accomplished due to extra ordinary challenges faced in developing the required software configuration. Team training is, however, scheduled in a future study sponsored by NASA at Tuskegee University.

Ali, Syed Friasat↗

Self-supervised physics-informed generative networks for phase retrieval from a single X-ray hologram

X-ray phase contrast imaging significantly improves the visualization of structures with weak or uniform absorption, broadening its applications across a wide range of scientific disciplines. Propagation-based phase contrast is particularly suitable for time- or dose-critical in vivo/in situ/operando (tomography) experiments because it requires only a single intensity measurement. However, the phase information of the wave field is lost during the measurement and must be recovered. Conventional algebraic and iterative methods often rely on specific approximations or boundary conditions that may not be met by many samples or experimental setups. In addition, they require manual tuning of reconstruction parameters by experts, making them less adaptable for complex or variable conditions. Here we present a self-learning approach for solving the inverse problem of phase retrieval in the near-field regime of Fresnel theory using a single intensity measurement (hologram). A physics-informed generative adversarial network is employed to reconstruct both the phase and absorbance of the unpropagated wave field in the sample plane from a single hologram. Unlike most state-of-the-art deep learning approaches for phase retrieval, our approach does not require paired, unpaired, or simulated training data. This significantly broadens the applicability of our approach, as acquiring or generating suitable training data remains a major challenge due to the wide variability in sample types and experimental configurations. The algorithm demonstrates robust and consistent performance across diverse imaging conditions and sample types, delivering quantitative, high-quality reconstructions for both simulated data and experimental datasets acquired at beamline P05 at PETRA III (DESY, Hamburg), operated by Helmholtz-Zentrum Hereon. Furthermore, it enables the simultaneous retrieval of both phase and absorption information.

36 MATERIALS SCIENCE↗

In-flight crew training

The Helmet Mounted Display system and Part Task Trainer are two projects currently underway that are closely related to the in-flight crew training concept. The first project is a training simulator and an engineering analysis tool. The simulator's unique helmet mounted display actually projects the wearer into the simulated environment of 3-D space. Miniature monitors are mounted in front of the wearers eyes. Partial Task Trainer is a kinematic simulator for the Shuttle Remote Manipulator System. The simulator consists of a high end graphics workstation with a high resolution color screen and a number of input peripherals that create a functional equivalent of the RMS control panel in the back of the Orbiter. It is being used in the training cycle for Shuttle crew members. Activities are underway to expand the capability of the Helmet Display System and the Partial Task Trainer.

Gott, Charles↗