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At least 145 records · Page 8

The Heliophysics Data Environment, Virtual Observatories, NSSDC, and SPASE

Heliophysics (the study of the Sun and its effects on the Solar System, especially the Earth) has an interesting data environment in that the data are often to be found in relatively small data sets widely scattered in archives around the world. Within the last decade there have been more concentrated efforts to organize the data access methods and create a Heliophysics Data and Model Consortium (HDMC). To provide data search and access capability a number of Virtual Observatories (VO's) have been established both via funding from the U.S. National Aeronautics and Space Administration (NASA) and through other funding agencies in the U.S. and worldwide. At least 15 systems can be labeled as Heliophysics Virtual Observatories, 9 of them funded by NASA. Other parts of this data environment include Resident Archives, and the final, or "deep" archive at the National Space Science Data Center (NSSDC). The problem is that different data search and access approaches are used by all of these elements of the HDMC and a search for data relevant to a particular research question can involve consulting with multiple VO's - needing to learn a different approach for finding and acquiring data for each. The Space Physics Archive Search and Extract (SPASE) project is intended to provide a common data model for Heliophysics data and therefore a common set of metadata for searches of the VO's and other data environment elements. The SPASE Data Model has been developed through the common efforts of the HDMC representatives over a number of years. We currently have released Version 2.1. of the Data Model. The advantages and disadvantages of the Data Model will be discussed along with the plans for the future. Recent changes requested by new members of the SPASE community indicate some of the directions for further development.

Thieman, James↗

Virtual environments for telerobotic shared control

The use of a virtual environment to bring about telerobotic shared control is discussed. A knowledge base, referred to as the World Model, is used to aid the system in its decision making. Information from the World Model is displayed visually in order to aid the human side of human-computer interface.

Christensen, Brian K.↗

Implementing a Workforce Development Pipeline

Through science, technology, mathematics, and engineering, our nation continues to lead the world in the development and utilization of new technologies. Whether related to our health, to the environment, or to our production of material goods, science, mathematics, engineering, and technology are integral and essential parts of daily life for virtually everyone in the United States and around the globe. However, the understanding of science, mathematics, engineering, and technology by most Americans is inadequate for full participation in this increasingly technological world. This reflects the level of education in these areas most Americans have received. To have a competent workforce for the future, we must assist education in developing students for future jobs.

Billy Hix↗

NASA Virtual Conferences and Instruction Over the Internet

Distance learning is not new. Since the time that radio has embellished our culture distance learning has taken on may forms. With the onset of television, video tape and satellite link ups the world of multimedia has taken a presence in our remote learning environment. Now in the information age new models for bring the best education to people through out the world is in its early stages. Recent "Information Age" technological developments have made key advancements to distance learning through the greater bandwidths now available over the Internet and a broader communications infrastructure that extends to classrooms throughout the country and the world. Further, new software compression technology allows audio and video to be communicated over the Internet much more efficiently. Larger amounts of data can be transferred to remote sites at less cost. The purpose of this paper is to demonstrate the use of state-of-art technology in the educational community. The focus will be on virtual conferences, virtual instruction and remote education. The techniques herein have been developed by NASA and the University of North Dakota(UND) through the use of existing software and hardware purchased in the United States. NASA has awarded UND a grant for continued research in this area based on their pioneering effort to date. NASA has been conducting "Virtual Conferences" from Ames Research Center in order to make unique educational opportunities available to participants across the country and internationally. Through the use of this technical approach, hundreds of teachers have been able to attend events where physical or financial barriers traditionally prevented their attendance. This technique is currently being adopted by industry due to its scaleable merit.

Leon, Mark↗

Aqueous alternatives for metal and composite cleaning

For many years the metalworking industry has cleaned metal and composite substrates with chlorinated solvents. Recently, however, health and disposal related environmental concerns have increased regarding chlorinated solvents, including 1,1,1-trichloroethane, trichloroethylene, methylene chloride, or Freon'. World leaders have instituted a production ban of certain ozone depleting chlorofluorocarbons (CFC's) by 1996. The Occupational Safety and Health Administration (OSHA) has instituted worker vapor exposure limitations for virtually all of the solvents used in solvent-based cleaners. In addition, the United States Environmental Protection Agency (EPA) has defined nearly all solvent-based cleaners as 'hazardous'. Cradle to grave waste responsibility is another reason manufacturers are trying to replace chlorinated solvents in their cleaning processes. Because of these factors, there now is a world wide effort to reduce and/or eliminate the use of chlorinated solvents for industrial cleaning. Waterbased cleaners are among the alternatives being offered to the industry. New technology alkaline cleaners are now available that can be used instead of chlorinated solvents in many cleaning processes. These waterbased cleaners reduce the release of volatile organic compounds (VOC's) by as much as 99 percent. (The definition and method of calculation of VOC's now varies from region to region.) Hazardous waste generation can also be significantly reduced or eliminated with new aqueous technology. This in turn can ease worker exposure restrictions and positively impact the environment. This paper compares the chemical and physical properties of this aqueous cleaners versus chlorinated solvents.

Quitmeyer, Joann↗

ARC+(Registered Trademark) and ARC PC Welding Simulators: Teach Welders with Virtual Interactive 3D Technologies

123 Certification Inc., a Montreal based company, has developed an innovative hands-on welding simulator solution to help build the welding workforce in the most simple way. The solution lies in virtual reality technology, which has been fully tested since the early 90's. President and founder of 123 Certification Inc., Mr. Claude Choquet Ing. Msc. IWE. acts as a bridge between the welding and the programming world. Working in these fields for more than 20 years. he has filed 12 patents world-wide for a gesture control platform with leading edge hardware related to simulation. In the summer of 2006. Mr Choquet was proud to be invited to the annual IIW International Weld ing Congress in Quebec City to launch the ARC+ welding simulator. A 100% virtual reality system and web based training center was developed to simulate multi process. multi-materiaL multi-position and multi pass welding. The simulator is intended to train welding students and apprentices in schools or industries. The welding simulator is composed of a real welding e[eetrode holder (SMAW-GTAW) and gun (GMAW-FCAW). a head mounted display (HMD), a 6 degrees of freedom tracking system for interaction between the user's hands and head. as well as external audio speakers. Both guns and HMD are interacting online and simultaneously. The welding simulation is based on the law of physics and empirical results from detailed analysis of a series of welding tests based on industrial applications tested over the last 20 years. The simulation runs in real-time, using a local logic network to determine the quality and shape of the created weld. These results are based on the orientation distance. and speed of the welding torch and depth of penetration. The welding process and resulting weld bc.1d are displayed in a virtual environment with screenplay interactive training modules. For review. weld quality and recorded process values can be displayed and diagnosed after welding. To help in the le.tming process, a learning curve for each student and each Virtual Welding Class'" can be plotted, for an instructor's review or a required third party evaluation.

Choquet, Claude↗

Game Based Learning For Earth Science Applications Training

Current NASA Earth capacity development programs employ mechanisms ranging from online resource sharing, and virtual and in-person trainings to share knowledge. While these programs are highly successful at engaging individuals around the world – in 2018, over 8000 individuals and over 2000 institutions from all 50 US states and over 140 countries were engaged through over 150 projects and trainings – user feedback has highlighted the desire for expanded hands-on, practical experiences in incorporating NASA EO insights with localized data and actions. We aim to address this gap by leveraging the benefits of game-based learning to build user skills in integrating NASA and local EO data to guide decisions for climate resiliency and hazard planning. This project is being executed as a two-phase crowdsourced challenge: 1) Phase 1 will require a well-researched product concept that reflects an understanding of NASA’s Earth data and tools and user needs, and proposes an innovative and interactive game or extended reality experience to train users in identifying relevant NASA data and applying insights to their climate resiliency decisions; 2) Winners of Phase 1 will be provided seed funding to develop a working prototype of the product. We aim to award 1-3 final winners to support the development of more than one game, thereby ensuring that NASA's diverse audiences around the world can access training games that best suit their needs and capabilities. This EO training game project fits in the NASA Earth Science Applied Sciences Program’s Capacity Development Program, contributing to the program mission of “helping people around the world better understand [NASA’s Earth] data and find ways to use them” (https://appliedsciences.nasa.gov/what-we-do/capacity-building). The final training game will complement existing programmatic activities of workforce development, trainings, and collaborative projects, while providing the unique value of providing interactive experiences to users and collecting real-time data and feedback to improve NASA’s Earth applications’ products and services related to climate resilience.

Human centered design↗

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Federated Cloud Challenges in NASA's Earth Science Data Systems (Why So Difficult?)

NASA is presented with a number of opportunities and challenges in federating its Earth Science Data Systems in the burgeoning world of cloud computing. Cloud hosting of Earth Science data provides a new way of bringing data together, at least from a virtual location sense, and is one of the main motives for NASA to host data there. However, NASA is also faced with a Big Data Variety challenge, brought on by the variety of the EO datasets in its archives. This diversity requires many diverse science archives to service the different science communities. As a result, nearly every major function in the Earth Observing System Data and Information System (EOSDIS) must also be federated across its data centers. This pattern is repeated with many of the outside agencies and organizations that EOSDIS federates with, such as the Committee for Earth Observing Satellites, leading to pioneering work on "deep federation" in a joint project with the European Space Agency to develop a Multi-Mission Algorithm and Analysis Platform.

Lynnes, Christopher↗

Virtual Microscope Views of the Apollo 11 and 12 Lunar Samples

The Apollo virtual microscope is a means of viewing, over the Internet, polished thin sections of every rock in the Apollo lunar sample collections via software, duplicating many of the functions of a petrological microscope, is described. Images from the Apollo 11 and 12 missions may be viewed at: www.virtualmicroscope.org/content/apollo. Introduction: During the six NASA missions to the Moon from 1969-72 a total of 382 kilograms of rocks and soils, often referred to as "the legacy of Apollo", were collected and returned to Earth. A unique collection of polished thin sections (PTSs) was made from over 400 rocks by the Lunar Sample Curatorial Facility at the Johnson Spacecraft Center (JSC), Houston. These materials have been available for loan to approved PIs but of course they can't be simultaneously investigated by several researchers unless they are co-located or the sample is passed back and forward between them by mail/hand carrying which is inefficient and very risky for irreplaceable material. When The Open University (OU), the world's largest Distance Learning Higher Education Establishment found itself facing a comparable problem (how to supply thousands of undergraduate students with an interactive petrological microscope and a personal set of thin sections), it decided to develop a software tool called the Virtual Microscope (VM). As a result it is now able to make the unique and precious collection of Apollo specimens universally available as a resource for concurrent study by anybody in the world's Earth and Planetary Sciences community. Herein, we describe the first steps of a collaborative project between OU and the Johnson Space Center (JSC) Curatorial Facility to record a PTS for every lunar rock, beginning with those collected by the Apollo 11 and 12 missions. Method: Production of a virtual microscope dedicated to a particular theme divides into four main parts - photography, image processing, building and assembly of virtual microscope components, and publication on a website. Two large research quality microscopes are used to collect all the images required for a virtual microscope. The first is part of an integrated package that utilizes Leica PowerMosaic software and a motorised XYZ stage to generate large area mosaics. It includes a fast acquisition camera and depending on the PTS size normally is used to produce seamless mosaic images consisting of 100-500 individual photographs. If the sample is suitable, three mosaics of each sample are recorded - plane polarised light, between crossed polars and reflected light. In order for the VM to be a true petrological microscope it is necessary to recreate the features of a rotating stage and perform observations using filters to produce polarised light. Thus the petrological VM includes the capability of seeing changes in optical properties (pleochroism and birefringence) during rotation allowing mineral identification. The second microscope in the system provides the functions of the rotating stage. To this microscope we have added a robotically controlled motor to acquire seventy-two images (5 degree intervals) in plane polarised light and between crossed polars. To process the images acquired from the two microscopes involves a combination of proprietary software (Photoshop) and our own in-house code. The final stage involves assembling all the components in an HTML5 environment. Pathfinder investigations: We have undertaken a number of pilot studies to demonstrate the efficacy of the petrological microscope with lunar samples. The first was to make available on-line images collected from the Educational Package of Apollo samples provided by NASA to the UK STFC (Science and Technical Facilities Council) for loan as educational material e.g. for schools. The real PTSs of the samples are now no longer sent out to schools removing the risks associated with transport, accidental breakage and eliminating the possibility of loss. The availability of lunar sample VM-related material was further extended to include twenty-eight specimens from all of the Apollo missions. Some of these samples were made more generally available through an ibook entitled "Moon Rocks: an introduction to the Geology of the Moon," free from the Apple Bookstore. Research possibilities: Although the Virtual Microscope was originally conceived as a teaching aid and was later recognised as a means of public outreach and engagement, we now realize that it also has enormous potential as a high level research tool. Following discussions with the JSC Curators we have received Curation and Analysis Planning Team for Extraterrestrial Materials (CAPTEM) permission to embark on a programme of digitizing the entire lunar sample PTS collection for all three of the above purposes. By the time of the 47th Lunar and Planetary Science Conference (LPSC) we will have completed 81 rocks collected during the Apollo 11 and 12 missions and the data, with cross-links to the Lunar Sample Compendium will go live on the Web at the 47th LPSC. The VM images of the Apollo 11 (41 VM images) and 12 (40 VM images) missions can be viewed at: http:/www.virtualmicroscope.org/content/apollo. The lunar sample VM will enable large numbers of skilled/unskilled microscopists (professional and amateur researchers, educators and students, enthusiasts and the simply curious non-scientists) to share the information from a single sample. It will mean that all the PTSs already cut, even historical ones, could be available for new joint investigations or private study. The scientific return from the collection will increase exponentially as a result of further debate and discussion. Simultaneously the VM will remove the need for making unnecessary multiple samplings, avoid consignment of delicate/breakable specimens (all of which are priceless) to insecure mail/courier services and reduce direct labour and indirect costs, travel budgets and unproductive travelling time necessary for co-location of collaborating researchers. For the future we have already recognized further potential for virtual technology. There is nothing that a petrologist likes more than to see the original rock as a hand specimen. It is entirely possible to recreate virtual hand specimens with 3-D hard and software, already developed for viewing fossils, located within the Curatorial Facility, http://curator.jsc.nasa.gov/lunar/lsc/index.cfm.

Gibson, E. K.↗

Virtual Laboratory Enabling Collaborative Research in Applied Vehicle Technologies

The virtual laboratory is a new technology, based on the internet, that has had wide usage in a variety of technical fields because of its inherent ability to allow many users to participate simultaneously in instruction (education) or in the collaborative study of a common problem (real-world application). The leadership in the Applied Vehicle Technology panel has encouraged the utilization of this technology in its task groups for some time and its parent organization, the Research and Technology Agency, has done the same for its own administrative use. This paper outlines the application of the virtual laboratory to those fields important to applied vehicle technologies, gives the status of the effort, and identifies the benefit it can have on collaborative research. The latter is done, in part, through a specific example, i.e. the experience of one task group.

John E Lamar↗

Perceived orientation in physical and virtual environments: changes in perceived orientation as a function of idiothetic information available

Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.

NASA Center ARC↗

Automated control of hierarchical systems using value-driven methods

An introduction is given to the Value-driven methodology, which has been successfully applied to solve a variety of difficult decision, control, and optimization problems. Many real-world decision processes (e.g., those encountered in scheduling, allocation, and command and control) involve a hierarchy of complex planning considerations. For such problems it is virtually impossible to define a fixed set of rules that will operate satisfactorily over the full range of probable contingencies. Decision Science Applications' value-driven methodology offers a systematic way of automating the intuitive, common-sense approach used by human planners. The inherent responsiveness of value-driven systems to user-controlled priorities makes them particularly suitable for semi-automated applications in which the user must remain in command of the systems operation. Three examples of the practical application of the approach in the automation of hierarchical decision processes are discussed: the TAC Brawler air-to-air combat simulation is a four-level computerized hierarchy; the autonomous underwater vehicle mission planning system is a three-level control system; and the Space Station Freedom electrical power control and scheduling system is designed as a two-level hierarchy. The methodology is compared with rule-based systems and with other more widely-known optimization techniques.

Pugh, George E.↗

Geolocation applications of the Gonets LEO messaging satellites

Geostationary satellites carry a majority of the international telecommunications traffic not carried by transoceanic cable. However, because the radio path links to and from geostationary satellites total at least 70,000 km and because of inherent on-board spacecraft power limitations, earth stations used in conjunction with geostationary satellites are usually large and expensive. This limits their installation to areas with a well-developed industrial and economic infrastructure. This reality helps perpetuate a chicken egg dilemma for the developing countries and isolated regions. Economic integration with the developed world requires being 'networked'. But for many developing entities, even the initial price of entry exceeds their modest resources. Exclusion from the global information highways virtually assures retardation of economic growth for developing nations, remote and isolated areas. Very Small Aperture Terminal (VSAT) earth stations are often thought of as a solution for networking developing regions. But economic considerations often forecloses this option. If VSAT size and cost is to be minimized, powerful spot beams from the satellite need to be focused on relatively small regions. This is not often feasible because of the high cost of the satellite itself. To dedicate a high power spot beam to a small region is usually not economically feasible.

Vlasov, Vladimir N.↗

Preparing for New Challenges

I think the biggest single issue in addressing any of the problems that I have mentioned is we do not have a way to marshal the adequate academic and intellectual resources in this country to solve these problems. So I would suggest that the country take a look at some of the national educational institutes that we have in the military. There are eight or nine of them The National War College, Industrial College of the Armed Services, and so forth. We need to have a National Space Institute that has some kind of Federal Charter. Its purpose would be to make available the intellectual resources necessary for the human exploration of space. It would have this as a single purpose. It would be a place where the appropriate knowledge, the experience, and the intellectual energy could be focused on this single goal. It would have the status of other national colleges. It would also be a virtual college or a university, and it would be collaborative with colleges and universities and other learning institutions all across the country and perhaps the world. Experts on space from almost any corridor could participate and contribute to what this institute would do. It also would have very strong business participation. We would have folks from industry come to this environment, learn, go back and work, and then come back and teach. It would be a means for individuals to become more proficient in the technical engineering operations, as well as the business and political aspects of space exploration. Such a national space institute also would need to establish and maintain close contact with ongoing development and operations in human space programs.

Shepherd, William↗

A Worldwide Celebration: International Observe the Moon Night

International Observe the Moon Night is a worldwide public engagement program that has been held annually since 2010. Every autumn, we ask people to observe the Moon in whatever way makes sense to them (via binoculars, telescopes, unaided eye, images, artwork, songs, stories, etc.). The event occurs when the Moon is in or near a first-quarter phase, which provides excellent viewing opportunities along the terminator (the line between night and day), as long shadows place lunar features into great relief. Hundreds of thousands of individuals all around the globe participate in the event as a collective whole, learning about lunar science and exploration, taking part in celestial observations, and honoring cultural and personal connections to the Moon. People participate in a variety of ways, including hosting or attending virtual or in-person events and observing the Moon from home. Participants also have the opportunity to connect with other lunar observers around the world through our Facebook page (facebook.com/observethemoon/), our Flickr group for images (flickr.com/groups/observethemoon2021/), and through the hashtag #ObserveTheMoon across social media platforms.

S L Tiedeken↗

Real World Audio

Crystal River Engineering was originally featured in Spinoff 1992 with the Convolvotron, a high speed digital audio processing system that delivers three-dimensional sound over headphones. The Convolvotron was developed for Ames' research on virtual acoustic displays. Crystal River is a now a subsidiary of Aureal Semiconductor, Inc. and they together develop and market the technology, which is a 3-D (three dimensional) audio technology known commercially today as Aureal 3D (A-3D). The technology has been incorporated into video games, surround sound systems, and sound cards.

Source record↗

Towards Sustainable Aviation With Efficient Airspace Operations

In November 2021, the Federal Aviation Administration published the United States Aviation Climate Action Plan to accelerate innovation across the U.S. aviation ecosystem. In response, NASA has established the Sustainable Flight National Partnership to engage with industry, academia, and other agencies to accomplish net-zero carbon emissions by 2050. As part of the SFNP Mission, NASA is conducting a series of real world operational demonstrations in the current National Airspace System with a focus on delivering real world sustainability benefits. This paper presents the current work and future plan for the SFNP Ops Demo Series and describes the cloud based infrastructure used for virtual deployment of decision support tools to flight operators and Air Traffic Controllers to help improve operational efficiency of the National Airspace System. Validation results are shared along with the key sustainability benefits such as jet fuel savings and reduction in CO2 emissions. The operational efficiency metrics such as delay savings are also reported.

Sustainable Flight National Partnership↗