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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

Overestimation of heights in virtual reality is influenced more by perceived distal size than by the 2-D versus 3-D dimensionality of the display

One important aspect of the pictorial representation of a scene is the depiction of object proportions. Yang, Dixon, and Proffitt (1999 Perception 28 445-467) recently reported that the magnitude of the vertical-horizontal illusion was greater for vertical extents presented in three-dimensional (3-D) environments compared to two-dimensional (2-D) displays. However, because all of the 3-D environments were large and all of the 2-D displays were small, the question remains whether the observed magnitude differences were due solely to the dimensionality of the displays (2-D versus 3-D) or to the perceived distal size of the extents (small versus large). We investigated this question by comparing observers' judgments of vertical relative to horizontal extents on a large but 2-D display compared to the large 3-D and the small 2-D displays used by Yang et al (1999). The results confirmed that the magnitude differences for vertical overestimation between display media are influenced more by the perceived distal object size rather than by the dimensionality of the display.

NASA Center ARC↗

Virtual Reality System Offers a Wide Perspective

Robot Systems Technology Branch engineers at Johnson Space Center created the remotely controlled Robonaut for use as an additional "set of hands" in extravehicular activities (EVAs) and to allow exploration of environments that would be too dangerous or difficult for humans. One of the problems Robonaut developers encountered was that the robot s interface offered an extremely limited field of vision. Johnson robotics engineer, Darby Magruder, explained that the 40-degree field-of-view (FOV) in initial robotic prototypes provided very narrow tunnel vision, which posed difficulties for Robonaut operators trying to see the robot s surroundings. Because of the narrow FOV, NASA decided to reach out to the private sector for assistance. In addition to a wider FOV, NASA also desired higher resolution in a head-mounted display (HMD) with the added ability to capture and display video.

Source record↗

Mobile Applications and Multi-User Virtual Reality Simulations

This is my third internship with NASA and my second one at the Johnson Space Center. I work within the engineering directorate in ER7 (Software Robotics and Simulations Division) at a graphics lab called IGOAL. We are a very well-rounded lab because we have dedicated software developers and dedicated 3D artist, and when you combine the two, what you get is the ability to create many different things such as interactive simulations, 3D models, animations, and mobile applications.

Gordillo, Orlando Enrique↗

Using Virtual Reality and Motion Capture as Tools for Human Factors Engineering at Nasa Marshall Space Flight Center

MSFC’s Human Factors Engineering (HFE) team is responsible for all worksite analyses performed for the SLS pre-launch integration activities at Kennedy Space Center (KSC). There is a wide variety of tasks associated with pre-launch integration activities and it is important to verify that vehicle integration will be successful early in the design process. The VR work performed by the HFE team at MSFC has allowed fast changing layouts to be analyzed by various departments with minimal impact to cost or schedule. Implementing these methods for SLS allows for VR use in early design cycles, saving time and budget. Utilizing the resulting HFE analyses improves usability and safety. Ultimately, the goal is to provide a safe environment for the technicians assembling the vehicle and the astronaut crew at launch.

Andrews, Tanya↗

Using Virtual Reality for Science Missions At The Lunar South Pole

The Lunar VR toolkit, built on Mixed Reality Exploration Toolkit (MRET), combines LOLA 5m topographic data, CAD models (e.g., lander, rover), procedural textures, and geologic features (e.g., rocks, craters) for sub-5m simulation of the lunar surface. Future capabilities include the incorporation of real-time mission telemetry to provide a full mission lifecycle tool, test instrument design and operation concepts, pre-operations planning and walk-throughs of traverses, and situational awareness support during actual mission operations. We will discuss the critical features we think are needed for lunar south pole mission planning and the development of our Lunar VR toolkit.

Thomas G Grubb↗