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At least 145 records · Page 8

Synthetic Vision for Lunar and Planetary Landing Vehicles

The Crew Vehicle Interface (CVI) group of the Integrated Intelligent Flight Deck Technologies (IIFDT) has done extensive research in the area of Synthetic Vision (SV), and has shown that SV technology can substantially enhance flight crew situation awareness, reduce pilot workload, promote flight path control precision and improve aviation safety. SV technology is being extended to evaluate its utility for lunar and planetary exploration vehicles. SV may hold significant potential for many lunar and planetary missions since the SV presentation provides a computer-generated view of the terrain and other significant environment characteristics independent of the outside visibility conditions, window locations, or vehicle attributes. SV allows unconstrained control of the computer-generated scene lighting, terrain coloring, and virtual camera angles which may provide invaluable visual cues to pilots/astronauts and in addition, important vehicle state information may be conformally displayed on the view such as forward and down velocities, altitude, and fuel remaining to enhance trajectory control and vehicle system status. This paper discusses preliminary SV concepts for tactical and strategic displays for a lunar landing vehicle. The technical challenges and potential solutions to SV applications for the lunar landing mission are explored, including the requirements for high resolution terrain lunar maps and an accurate position and orientation of the vehicle that is essential in providing lunar Synthetic Vision System (SVS) cockpit displays. The paper also discusses the technical challenge of creating an accurate synthetic terrain portrayal using an ellipsoid lunar digital elevation model which eliminates projection errors and can be efficiently rendered in real-time.

Williams, Steven P.↗

White Paper for Virtual Control Room

The Virtual Control Room (VCR) Proof of Concept (PoC) project is the result of an award given by the Fourth Annual NASA T&I Labs Challenge Project Call. This paper will outline the work done over the award period to build and enhance the capabilities of the Augmented/Virtual Reality (AVR) Lab at NASA's Kennedy Space Center (KSC) to create the VCR.

Virtual Reality↗

Research and Development of The Immersive Simulations and Engineering Environment

March of 2018 marked the conclusion of the primary updates to the immersive Simulations and Engineering Environment (iSEE) at Kennedy Space Center (KSC). Many of the problems that had arisen during the previous semester have been addressed and rectified. These included the malfunction to one of the lab's primary routers, the inefficiency of the capture environment, and various interface issues in the analysis software, Jack. This semester was primarily research and development oriented with some focus on implementation of the new hardware and software that was received last semester. The new computers and cameras that arrived sometime during the winter were installed, and the lab received its second operation opportunity. The second operation was a major milestone for the lab, both in terms of what the abilities were and what can be learned from its use. The operation performed was a virtual simulation of a critical task that would occur, if it should be needed, in the Multi Payload Processing Facility. It was done to gather human factors data on its safety and process controls. The technicians were able to come to a number of conclusions about how to perform their task as a result of utilizing iSEE. Another key breakthrough this semester was the introduction to Jack Script, a scripting language built into our analysis software that further extend Jack capabilities. In addition to the aforementioned, many preparations were made for family day, an exposition for KSC families to come out and tour the spaceport. Due to family day being moved to the spring, the video made last fall had to be updated with recent environment changes in preparation for the Family Day demonstrations.

Motion Capture↗

Object-based task-level control: A hierarchical control architecture for remote operation of space robots

Expanding man's presence in space requires capable, dexterous robots capable of being controlled from the Earth. Traditional 'hand-in-glove' control paradigms require the human operator to directly control virtually every aspect of the robot's operation. While the human provides excellent judgment and perception, human interaction is limited by low bandwidth, delayed communications. These delays make 'hand-in-glove' operation from Earth impractical. In order to alleviate many of the problems inherent to remote operation, Stanford University's Aerospace Robotics Laboratory (ARL) has developed the Object-Based Task-Level Control architecture. Object-Based Task-Level Control (OBTLC) removes the burden of teleoperation from the human operator and enables execution of tasks not possible with current techniques. OBTLC is a hierarchical approach to control where the human operator is able to specify high-level, object-related tasks through an intuitive graphical user interface. Infrequent task-level command replace constant joystick operations, eliminating communications bandwidth and time delay problems. The details of robot control and task execution are handled entirely by the robot and computer control system. The ARL has implemented the OBTLC architecture on a set of Free-Flying Space Robots. The capability of the OBTLC architecture has been demonstrated by controlling the ARL Free-Flying Space Robots from NASA Ames Research Center.

Stevens, H. D.↗

The development of a program analysis environment for Ada: Reverse engineering tools for Ada

The Graphical Representations of Algorithms, Structures, and Processes for Ada (GRASP/Ada) has successfully created and prototyped a new algorithm level graphical representation for Ada software, the Control Structure Diagram (CSD). The primary impetus for creation of the CSD was to improve the comprehension efficiency of Ada software and thus improve reliability and reduce costs. The emphasis was on the automatic generation of the CSD from Ada source code to support reverse engineering and maintenance. The CSD has the potential to replace traditional prettyprinted Ada source code. In Phase 1 of the GRASP/Ada project, the CSD graphical constructs were created and applied manually to several small Ada programs. A prototype (Version 1) was designed and implemented using FLEX and BISON running under the Virtual Memory System (VMS) on a VAX 11-780. In Phase 2, the prototype was improved and ported to the Sun 4 platform under UNIX. A user interface was designed and partially implemented. The prototype was applied successfully to numerous Ada programs ranging in size from several hundred to several thousand lines of source code. In Phase 3 of the project, the prototype was prepared for limited distribution (GRASP/Ada Version 3.0) to facilitate evaluation. The user interface was extensively reworked. The current prototype provides the capability for the user to generate CSD from Ada source code in a reverse engineering mode with a level of flexibility suitable for practical application.

Cross, James H., II↗

Performance measurements of a data link protocol

The end-to-end performance of a program implementing IEEE Std 802.2 logical link control protocol, which provides virtual circuit and datagram service and which constitutes the top sublayer of the data link layer of the reference model for Local Area Networks is studied. The measurements of relative execution times of various functions required in transferring data, over virtual circuits or as datagrams, showed that most of the program execution time is spent in a few relatively low-level functions. One of these functions performs block movement of data in memory, and two other functions provide access to various queues. Based on this result, two alternative versions of the program which move data efficiently were written and measured. In this paper the results of the study are reported and their impact on designing hardware and software systems for a network interface are discussed.

Kanakia, Hemant↗

General-purpose interface bus for multiuser, multitasking computer system

The architecture of a multiuser, multitasking, virtual-memory computer system intended for the use by a medium-size research group is described. There are three central processing units (CPU) in the configuration, each with 16 MB memory, and two 474 MB hard disks attached. CPU 1 is designed for data analysis and contains an array processor for fast-Fourier transformations. In addition, CPU 1 shares display images viewed with the image processor. CPU 2 is designed for image analysis and display. CPU 3 is designed for data acquisition and contains 8 GPIB channels and an analog-to-digital conversion input/output interface with 16 channels. Up to 9 users can access the third CPU simultaneously for data acquisition. Focus is placed on the optimization of hardware interfaces and software, facilitating instrument control, data acquisition, and processing.

Generazio, Edward R.↗

The distributed virtual windtunnel

An implementation of a distributed virtual environment for the shared interactive visualization of large unsteady three-dimensional flowfields is described. Computation of the visualizations is performed on a Convex C3240 computer, and the visualization data are transferred over a high-speed network to a Silicon Graphics Iris workstation for rendering. A boom-mounted six-degree-of-freedom head-position-sensitive stereo CRT (cathode ray tube) system is used for display. A hand-position-sensitive glove controller is used for controlling various tracers for the visualization of the flow. User commands are sent to the Convex, which interprets these commands and computes the corresponding visualization. With this architecture, several users may share and cooperatively control the visualization generated by the Convex. The distributed architecture is also interesting to those using conventional screen and mouse interfaces.

Bryson, Steve↗

Virtual Keyboard for Hands-Free Operations

The measurement of direction of gaze (d.o.g.) has been used for clinical purposes to detect illness, such as nystagmus, unusual fixation movements and many others. It also is used to determine the points of interest in objects. In this study we employ a measurement of d.o.g. as a computer interface. The interface provides a full keyboard as well as a mouse function. Such an interface is important to computer users with paralysis or in environments where hand-free machine interface is required. The study utilizes the commercially available (ISCAN Model RK426TC) headset which consists of an InfraRed (IR) source and an IR camera to sense deflection of the illuminating beam. It also incorporates image processing package that provides the position of the pupil as well as the pupil size. The study shows the ability of implementing a full keyboard, together with some control functions, imaged on a head mounted monitor screen. This document is composed of four sections: (1) The Nature of the Equipment; (2) The Calibration Process; (3) Running Process; and (4) Conclusions.

Abou-Ali, Abdel-Latief↗

Enabling Disabled Persons to Gain Access to Digital Media

A report describes the first phase in an effort to enhance the NaviGaze software to enable profoundly disabled persons to operate computers. (Running on a Windows-based computer equipped with a video camera aimed at the user s head, the original NaviGaze software processes the user's head movements and eye blinks into cursor movements and mouse clicks to enable hands-free control of the computer.) To accommodate large variations in movement capabilities among disabled individuals, one of the enhancements was the addition of a graphical user interface for selection of parameters that affect the way the software interacts with the computer and tracks the user s movements. Tracking algorithms were improved to reduce sensitivity to rotations and reduce the likelihood of tracking the wrong features. Visual feedback to the user was improved to provide an indication of the state of the computer system. It was found that users can quickly learn to use the enhanced software, performing single clicks, double clicks, and drags within minutes of first use. Available programs that could increase the usability of NaviGaze were identified. One of these enables entry of text by using NaviGaze as a mouse to select keys on a virtual keyboard.

Beach, Glenn↗

Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design

Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.

Bryson, Steve↗

VERDEX: A virtual environment demonstrator for remote driving applications

One of the key areas of the National Advanced Robotics Centre's enabling technologies research program is that of the human system interface, phase 1 of which started in July 1989 and is currently addressing the potential of virtual environments to permit intuitive and natural interactions between a human operator and a remote robotic vehicle. The aim of the first 12 months of this program (to September, 1990) is to develop a virtual human-interface demonstrator for use later as a test bed for human factors experimentation. This presentation will describe the current state of development of the test bed, and will outline some human factors issues and problems for more general discussion. In brief, the virtual telepresence system for remote driving has been designed to take the following form. The human operator will be provided with a helmet-mounted stereo display assembly, facilities for speech recognition and synthesis (using the Marconi Macrospeak system), and a VPL DataGlove Model 2 unit. The vehicle to be used for the purposes of remote driving is a Cybermotion Navmaster K2A system, which will be equipped with a stereo camera and microphone pair, mounted on a motorized high-speed pan-and-tilt head incorporating a closed-loop laser ranging sensor for camera convergence control (currently under contractual development). It will be possible to relay information to and from the vehicle and sensory system via an umbilical or RF link. The aim is to develop an interactive audio-visual display system capable of presenting combined stereo TV pictures and virtual graphics windows, the latter featuring control representations appropriate for vehicle driving and interaction using a graphical 'hand,' slaved to the flex and tracking sensors of the DataGlove and an additional helmet-mounted Polhemus IsoTrack sensor. Developments planned for the virtual environment test bed include transfer of operator control between remote driving and remote manipulation, dexterous end effector integration, virtual force and tactile sensing (also the focus of a current ARRL contract, initially employing a 14-pneumatic bladder glove attachment), and sensor-driven world modeling for total virtual environment generation and operator-assistance in remote scene interrogation.

Stone, Robert J.↗

NASA Tech Briefs, November 2005

Topics covered include: Laser System for Precise, Unambiguous Range Measurements; Flexible Cryogenic Temperature and Liquid-Level Probes; Precision Cryogenic Dilatometer; Stroboscopic Interferometer for Measuring Mirror Vibrations; Some Improvements in H-PDLCs; Multiple-Bit Differential Detection of OQPSK; Absolute Position Encoders With Vertical Image Binning; Flexible, Carbon-Based Ohmic Contacts for Organic Transistors; GaAs QWIP Array Containing More Than a Million Pixels; AutoChem; Virtual Machine Language; Two-Dimensional Ffowcs Williams/Hawkings Equation Solver; Full Multigrid Flow Solver; Doclet To Synthesize UML; Computing Thermal Effects of Cavitation in Cryogenic Liquids; GUI for Computational Simulation of a Propellant Mixer; Control Program for an Optical-Calibration Robot; SQL-RAMS; Distributing Data from Desktop to Hand-Held Computers; Best-Fit Conic Approximation of Spacecraft Trajectory; Improved Charge-Transfer Fluorescent Dyes; Stability-Augmentation Devices for Miniature Aircraft; Tool Measures Depths of Defects on a Case Tang Joint; Two Heat-Transfer Improvements for Gas Liquefiers; Controlling Force and Depth in Friction Stir Welding; Spill-Resistant Alkali-Metal-Vapor Dispenser; A Methodology for Quantifying Certain Design Requirements During the Design Phase; Measuring Two Key Parameters of H3 Color Centers in Diamond; Improved Compression of Wavelet-Transformed Images; NASA Interactive Forms Type Interface - NIFTI; Predicting Numbers of Problems in Development of Software; Hot-Electron Photon Counters for Detecting Terahertz Photons; Magnetic Variations Associated With Solar Flares; and Artificial Intelligence for Controlling Robotic Aircraft.

Source record↗

Anthropomorphic teleoperation: Controlling remote manipulators with the DataGlove

A two phase effort was conducted to assess the capabilities and limitations of the DataGlove, a lightweight glove input device that can output signals in real-time based on hand shape, orientation, and movement. The first phase was a period for system integration, checkout, and familiarization in a virtual environment. The second phase was a formal experiment using the DataGlove as input device to control the protoflight manipulator arm (PFMA) - a large telerobotic arm with an 8-ft reach. The first phase was used to explore and understand how the DataGlove functions in a virtual environment, build a virtual PFMA, and consider and select a reasonable teleoperation control methodology. Twelve volunteers (six males and six females) participated in a 2 x 3 (x 2) full-factorial formal experiment using the DataGlove to control the PFMA in a simple retraction, slewing, and insertion task. Two within-subjects variables, time delay (0, 1, and 2 seconds) and PFMA wrist flexibility (rigid/flexible), were manipulated. Gender served as a blocking variable. A main effect of time delay was found for slewing and total task times. Correlations among questionnaire responses, and between questionnaire responses and session mean scores and gender were computed. The experimental data were also compared with data collected in another study that used a six degree-of-freedom handcontroller to control the PFMA in the same task. It was concluded that the DataGlove is a legitimate teleoperations input device that provides a natural, intuitive user interface. From an operational point of view, it compares favorably with other 'standard' telerobotic input devices and should be considered in future trades in teleoperation systems' designs.

Hale, J. P., II↗

Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99 in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text chat communications, manipulation of procedureschecklists, cataloguingannotating images, scientific note taking, human-robot interaction, and control of suit andor other EVA systems.

Adams, Richard J.↗

Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants' mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99% in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text "chat" communications, manipulation of procedures/checklists, cataloguing/annotating images, scientific note taking, human-robot interaction, and control of suit and/or other EVA systems.

Adams, Richard J.↗

Strategies to Mitigate Ammonia Release on the International Space Station

International Space Station (ISS) is crucial to its continuous operation. Off-nominal situations can arise from virtually any aspect of ISS operations. One situation of particular concern is the inadvertent release of a chemical into the ISS atmosphere. In sufficient quantities, a chemical release can render the ISS uninhabitable regardless of the chemical s toxicity as a result of its effect on the hardware used to maintain the environment. This is certainly true with system chemicals which are integral components to the function and purpose of the system. Safeguards, such as design for minimum risk, multiple containment, hazard assessments, rigorous safety reviews, and others, are in place to minimize the probability of a chemical release to the ISS environment thereby allowing the benefits of system chemicals to outweigh the risks associated with them. The thermal control system is an example of such a system. Heat generated within the ISS is transferred from the internal thermal control system (ITCS) to the external thermal control system (ETCS) via two, single-barrier interface heat exchangers (IFHX). The ITCS and ETCS are closed-loop systems which utilize water and anhydrous ammonia, respectively, as heat-transfer fluids. There is approximately 1200 lbs. (208 gallons) of anhydrous ammonia in the ETCS circulating through the two heat exchangers, transferring heat from the ITCS water lines. At the amounts present in the ETCS, anhydrous ammonia is one system chemical that can easily overwhelm the station atmosphere scrubbing capabilities and render the ISS uninhabitable in the event of a catastrophic rupture. Although safeguards have certainly minimized the risk of an ammonia release into the Station atmosphere, credible release scenarios and controls to manage these scenarios are examined.

Macatangay, Ariel V.↗

Face Sheet/Core Disbond Growth in Honeycomb Sandwich Panels Subjected to Ground-Air-Ground Pressurization and In-Plane Loading

Typical damage modes in light honeycomb sandwich structures include face sheet/core disbonding and core fracture, both of which can pose a threat to the structural integrity of a component. These damage modes are of particular interest to aviation certification authorities since several in-service occurrences, such as rudder structural failure and other control surface malfunctions, have been attributed to face sheet/core disbonding. Extensive studies have shown that face sheet/core disbonding and core fracture can lead to damage propagation caused by internal pressure changes in the core. The increasing use of composite sandwich construction in aircraft applications makes it vitally important to understand the effect of ground-air-ground (GAG) cycles and conditions such as maneuver and gust loads on face sheet/core disbonding. The objective of the present study was to use a fracture mechanics based approach developed earlier to evaluate the loading at the disbond front caused by ground-air-ground pressurization and in-plane loading. A honeycomb sandwich panel containing a circular disbond at one face sheet/core interface was modeled with three-dimensional (3D) solid finite elements. The disbond was modeled as a discrete discontinuity and the strain energy release rate along the disbond front was computed using the Virtual Crack Closure Technique (VCCT). Special attention was paid to the pressure-deformation coupling which can decrease the pressure load within the disbonded sandwich section significantly when the structure is highly deformed. The commercial finite element analysis software, Abaqus/Standard, was used for the analyses. The recursive pressure-deformation coupling problem was solved by representing the entrapped air in the honeycomb cells as filled cavities in Abaqus/Standard. The results show that disbond size, face sheet thickness and core thickness are important parameters that determine crack tip loading at the disbond front. Further, the pressure-deformation coupling was found to have an important load decreasing effect [6]. In this paper, a detailed problem description is provided first. Second, the analysis methodology is presented. The fracture mechanics approach used is described and the specifics of the finite element model, including the fluid-filled cavities, are introduced. Third, the initial model verification and validation are discussed. Fourth, the findings from a closely related earlier study [6] are summarized. These findings provided the basis for the current investigation. Fifth, an aircraft ascent scenario from 0 to 12192 m (0 to 40000 ft) is considered and the resulting crack tip loading at the disbond front is determined. In-plane loading to simulate maneuvers and gust conditions are also considered. Sixth, the results are shown for a curved panel, which was used to simulate potential fuselage applications. Finally, a brief summary of observations is presented and recommendations for improvement are provided.

Chen, Zhi M.↗