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At least 163 records · Page 9

An Onboard ISS Virtual Reality Trainer

Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT) provides an immersive 3D environment similar to the one experienced at the VRLab crew training facility at the NASA Johnson Space Center. VRT bridges the gap by allowing crew members to experience an interactive, 3D environment to reinforce skills already learned and to explore new work sites and repair procedures outside the Station.

Miralles, Evelyn↗

Real-Time Simulation

Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.

Source record↗

AMMPER: a user-friendly agent-based model that recapitulates simple metabolic responses of yeast to deep-space radiation

For humans venturing to deep space, radiation exposure poses a major health risk. Fundamental research into the biological effects of space radiation are essential for enabling exploration, and the first experimental organisms we send to deep space will be microbial. Yet there are many ways in which microorganisms are likely to experience the effects of high-energy particle radiation (such as Galactic Cosmic Rays) differently from multicellular animals, partly due to the simple fact that microbes are small and unicellular-- less likely to get hit in the first place, and less likely to communicate damage between cells. Computational modeling can aid in designing experiments and predicting the biological effects of radiation, but thus far particle radiation models have not focused on microbes. Here we present the latest developments in AMMPER, the Agent-based Model for Microbial Populations Exposed to Radiation. Originally written in 2021, AMMPER is a Python-based model that incorporates radiation track data from NASA's RITRACKS software and simulates the growth, damage, and death of yeast cells in 3D. It is now freely available as an open-source package on NASA's GitHub repository. Recent improvements include the ability to simulate the dynamics of alamarBlue, a color-changing redox dye commonly used to track metabolic activity in microbial spaceflight experiments. We demonstrate that a simple blue-pink-clear transition model is able to recapitulate key features observed in empirical data from ground studies. AMMPER also includes a new graphical user interface and introductory tutorial to facilitate ease of use by a wider audience. AMMPER can help us to understand how spatially heterogeneous particle radiation damage at the single-cell level can translate to growth differences at the population level, ultimately allowing us to better interpret experiments using microbes as model organisms and how well their results apply to humans.

yeast↗

TADS: A CFD-Based Turbomachinery Analysis and Design System with GUI: Methods and Results

The primary objective of this study was the development of a Computational Fluid Dynamics (CFD) based turbomachinery airfoil analysis and design system, controlled by a Graphical User Interface (GUI). The computer codes resulting from this effort are referred to as TADS (Turbomachinery Analysis and Design System). This document is the Final Report describing the theoretical basis and analytical results from the TADS system developed under Task 10 of NASA Contract NAS3-27394, ADPAC System Coupling to Blade Analysis & Design System GUI, Phase II-Loss, Design and. Multi-stage Analysis. TADS couples a throughflow solver (ADPAC) with a quasi-3D blade-to-blade solver (RVCQ3D) or a 3-D solver with slip condition on the end walls (B2BADPAC) in an interactive package. Throughflow analysis and design capability was developed in ADPAC through the addition of blade force and blockage terms to the governing equations. A GUI was developed to simplify user input and automate the many tasks required to perform turbomachinery analysis and design. The coupling of the various programs was done in such a way that alternative solvers or grid generators could be easily incorporated into the TADS framework. Results of aerodynamic calculations using the TADS system are presented for a multistage compressor, a multistage turbine, two highly loaded fans, and several single stage compressor and turbine example cases.

Koiro, M. J.↗

User Directed Tools for Exploiting Expert Knowledge in an Immersive Segmentation and Visualization Environment

Volumetric data sets have become common in medicine and many sciences through technologies such as computed x-ray tomography (CT), magnetic resonance (MR), positron emission tomography (PET), confocal microscopy and 3D ultrasound. When presented with 2D images humans immediately and unconsciously begin a visual analysis of the scene. The viewer surveys the scene identifying significant landmarks and building an internal mental model of presented information. The identification of features is strongly influenced by the viewers expectations based upon their expert knowledge of what the image should contain. While not a conscious activity, the viewer makes a series of choices about how to interpret the scene. These choices occur in parallel with viewing the scene and effectively change the way the viewer sees the image. It is this interaction of viewing and choice which is the basis of many familiar visual illusions. This is especially important in the interpretation of medical images where it is the expert knowledge of the radiologist which interprets the image. For 3D data sets this interaction of view and choice is frustrated because choices must precede the visualization of the data set. It is not possible to visualize the data set with out making some initial choices which determine how the volume of data is presented to the eye. These choices include, view point orientation, region identification, color and opacity assignments. Further compounding the problem is the fact that these visualization choices are defined in terms of computer graphics as opposed to language of the experts knowledge. The long term goal of this project is to develop an environment where the user can interact with volumetric data sets using tools which promote the utilization of expert knowledge by incorporating visualization and choice into a tight computational loop. The tools will support activities involving the segmentation of structures, construction of surface meshes and local filtering of the data set. To conform to this environment tools should have several key attributes. First, they should be only rely on computations over a local neighborhood of the probe position. Second, they should operate iteratively over time converging towards a limit behavior. Third, they should adapt to user input modifying they operational parameters with time.

Senger, Steven O.↗

The Pursuit of K: Reflections on the Current State-of-the-Art in Stress Intensity Factor Solutions for Practical Aerospace Applications

The elastic stress intensity factor (SIF, commonly denoted as K) is the foundation of practical fracture mechanics (FM) analysis for aircraft structures. This single parameter describes the first-order effects of stress magnitude and distribution as well as the geometry of both structure/component and crack. Hence, the calculation of K is often the most significant step in fatigue analysis based on FM. This presentation will provide several reflections on the current state-of-the-art in SIF solution methods used for practical aerospace applications, including a brief historical perspective, descriptions of some recent and ongoing advances, and comments on some remaining challenges. Newman and Raju made significant early contributions to practical structural analysis by developing closed-form SIF equations for surface and corner cracks in simplified geometries, often based on empirical fits of finite element (FE) solutions. Those solutions (and others like them) were sometimes revised as new analyses were conducted or limitations discovered. The foundational solutions have exhibited striking longevity, despite the relatively "coarse" FE models employed many decades ago. However, in recent years, the accumulation of different generations of solutions for the same nominal geometry has led to some confusion (which solution is correct?), and steady increases in computational capabilities have facilitated the discovery of inaccuracies in some (not all!) of the legacy solutions. Some examples of problems and solutions are presented and discussed, including the challenge of maintaining consistency with legacy design applications. As computational power has increased, the prospect of calculating large numbers of SIF solutions for specific complex geometries with advanced numerical methods has grown more attractive. Fawaz and Andersson, for example, have been generating literally millions of new SIF solutions for different combinations of multiple cracks under simplified loading schemes using p-version FE methods. These data are invaluable, but questions remain about their practical use, because the tabular databases of key results needed to support practical life analysis can occupy gigabytes of storage for only a few classes of geometries. The prospect of using such advanced numerical methods to calculate in real time only those K solutions actually needed to support a specific crack growth analysis is also tempting, but the stark reality is that the computational cost is still so high that the approach is not practical except for specific, critical application problems. Some thoughts are offered about alternative paradigms. Compounding approaches are some of the earliest building blocks of SIF development for more complex geometries. These approaches are especially attractive because of their very low computational cost and their conceptual robustness; they are, in some ways, an intriguing contrast and complement to the brute-force numerical methods. In recent years, researchers at NRC-Canada have published remarkable results showing how compounding approaches can be used to generate accurate solutions for very difficult problems. Examples are provided of some successes--and some limitations--using this approach. These closed-form, tabulated numerical, and compounding approaches have typically been used for simple remote loading with simple load paths to the crack. However, many significant cracks occur in complex stress gradient fields. This is a job for weight function (WF) methods, where the arbitrary stress distribution on the crack plane in the corresponding uncracked body (typically determined using FE methods) is used to determine K. Several significant recent advances in WF methods and solutions are highlighted here. Fueled by advanced 3D numerical methods, many new solutions have been generated for classic geometries such as surface and corner cracks with wide ranges of geometrical validity. A new WF formulation has also be developed for part-through cracks considering the arbitrary stress gradients in all directions in the crack plane (so-called bivariant solutions). Basic WF methods have recently been combined with analytical expressions for crack plane stresses to develop a large family of accurate SIF solutions for corner, surface, and through cracks at internal or external notches with very wide ranges of shapes, sizes, acuities, and offsets. Finally, WF solutions are much faster than FE or boundary element solutions, but can still be much slower than simple closed-form solutions, especially for bivariant solutions that can require 2D numerical integration. Novel pre-integration and dynamic tabular methods have been developed that substantially increase the speed of these advanced WF solutions. The practical utility of advanced SIF methods, including both WF and direct numerical methods, is greatly enhanced if the FM life analysis can be directly and efficiently linked with digital models of the actual structure or component (e.g., FE models for stress analysis). Two recent advances of this type will be described. One approach directly interfaces the FM life analysis with the FE model of the uncracked component (including stress results). Through a powerful graphical user interface, simplified FM life models can be constructed (and visualized) directly on the component model, with the computer collecting the geometry and stress gradient information needed for the life calculation. An even more powerful paradigm uses expert logic to automatically build an optimum simple fracture model at any and every desired location in the component model, perform the life calculation, and even generate fatigue crack growth life contour maps, all with minimal user intervention. This paradigm has also been extended to the automatic calculation of fracture risk, considering uncertainty or variability in key input parameters such as initial crack size or location. Another new integrated approach links the engineering life analysis, the component model, and a 3D numerical fracture analysis built with the same component model to generate a table of SIF values at a specific location that can then be employed efficiently to perform the life calculation. Some attention must be given to verification and validation (V&V) issues and challenges: how good are these SIF solutions, how good is good enough, and does anyone believe the life answer? It is important to think critically about the different sources of error or uncertainty and to perform V&V in a hierarchal, building-block manner. Some accuracy issues for SIF solutions, for example, may actually involve independent material behavior issues, such as constraint loss effects for crack fronts near component surfaces, and can be a source of confusion. Recommendations are proposed for improved V&V approaches. This presentation will briefly but critically survey the range of issues and advances mentioned above, with a particular view towards assembling an integrated approach that combines different methods to create practical tools for real-world design and analysis problems. Examples will be selectively drawn from the recent literature, from recent enhancements in the NASGRO and DARWIN computer codes, and from previously unpublished research

CraigMcClung, R.↗

Biological Visualization, Imaging and Simulation(Bio-VIS) at NASA Ames Research Center: Developing New Software and Technology for Astronaut Training and Biology Research in Space

The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.

Smith, Jeffrey↗

Stereo and IMU-Assisted Visual Odometry for Small Robots

This software performs two functions: (1) taking stereo image pairs as input, it computes stereo disparity maps from them by cross-correlation to achieve 3D (three-dimensional) perception; (2) taking a sequence of stereo image pairs as input, it tracks features in the image sequence to estimate the motion of the cameras between successive image pairs. A real-time stereo vision system with IMU (inertial measurement unit)-assisted visual odometry was implemented on a single 750 MHz/520 MHz OMAP3530 SoC (system on chip) from TI (Texas Instruments). Frame rates of 46 fps (frames per second) were achieved at QVGA (Quarter Video Graphics Array i.e. 320 240), or 8 fps at VGA (Video Graphics Array 640 480) resolutions, while simultaneously tracking up to 200 features, taking full advantage of the OMAP3530's integer DSP (digital signal processor) and floating point ARM processors. This is a substantial advancement over previous work as the stereo implementation produces 146 Mde/s (millions of disparities evaluated per second) in 2.5W, yielding a stereo energy efficiency of 58.8 Mde/J, which is 3.75 better than prior DSP stereo while providing more functionality.

Source record↗

Operating Small Sat Swarms as a Single Entity: Introducing SODA

Swarm concepts are a growing topic of interest in the small satellite community. Compared to a small satellite constellation, a swarm has the distinction of being multiple spacecraft in close proximity, in approximately the same orbit. Furthermore, we envision swarms to have capabilities for cross-link communication and station-keeping. Of particular interest is a means to maintain operator-specified geometry, alignment, and/or separation.From NASA's decadal survey, it is clear that simultaneous measurements from a 3D volume of space are desired for a variety of Earth scientific studies. As this mission concept is ultimately extended to deep space, some degree of local control for the swarm to self-correct its configuration is required. We claim that the practicality of ground commanding each individual satellite in the swarm is simply not a feasible concept of operations. In other words, the current state-of-practice does not scale to very large swarms (e.g. 100 spacecraft or more) without becoming cost prohibitive. To contain the operations costs and complexity, a new approach is required: the swarm must be operated as a unit, responding to high-level specifications for relative position and velocity.The Mission Design Division at NASA Ames Research Center is looking to the near future for opportunities to develop satellite swarm technology. As part of this effort, we are developing SODA (Swarm Orbital Dynamics Advisor), a tool that provides the orbital maneuvers required to achieve a desired type of relative swarm motion. The purpose of SODA is two-fold. First, it encompasses the algorithms and orbital dynamics model to enable the desired relative motion of the swarm satellites. The process starts with the user specifying the properties of a swarm configuration. This could be as simple as varying in-track spacing of the swarm in one orbit, or as complex as maintaining a specified 3D geometrical orientation. We presume that science objectives will drive this choice. Given these inputs, the tool provides the most efficient maneuver(s) to achieve the objective.Second, SODA provides a variety of visualization tools. We acknowledge that the relationship between a desired relative motion amongst the swarm, and the corresponding orbital parameters for each individual satellite may not be immediately apparent for ground controllers and mission planners. The purpose of SODA's visualization tools is to illustrate this concept clearly with a variety of graphics and animations. After computing the optimal orbital maneuvers to modify the swarm, these results are simulated to demonstrate successful swarm control.Our emphasis in this paper is on the importance of relating the desired motion of the swarm satellites relative to one another with the required orbital element changes. One cannot joystick a drifting swarm satellite back into position; the underlying orbital mechanics dictate the most efficient recovery maneuvers. To illustrate this point, results from several case study simulations are presented. We conclude with our forward work for ongoing SODA development and potential science applications.

small satellites↗

NASA’s Moon Trek Portal: New Capabilities Supporting Mission Planning and Engagement

Introduction: NASA’s Moon Trek (https://trek.nasa.gov/moon/) is one of a growing number of interactive, browser-based, online portals for planetary data visualization and analysis produced by NASA’s Solar System Treks Project (SSTP). Moon Trek continues to be enhanced with new data and new capabilities enabling it to facilitate the planning and conducting of upcoming lunar missions by NASA, its commercial partners, and its international partners, as well as advancing its role as a valuable outreach tool. A Comprehensive Online Web Portal: Developed at NASA’s Jet Propulsion Laboratory (JPL) and managed as a project of NASA’s Solar System Exploration Research Virtual Institute (SSERVI) at NASA Ames Research Center, Moon Trek is a browser-based web portal. The portal provides easy-to-use tools for browsing, data layering, data product blending, and feature search among thousands of data products covering topography, mineralogy, elemental abundance, geology, and much more. Visualizations are provided in var-ious map projections, interactive 3D viewing, and in virtual reality. Using an in-house stereo workflow, SSTP is able to produce new NAC-based high-resolution mosaics and DEMs. Diverse Applications for Lunar Exploration: Baseline analytic tools available to all users include dis-tance measurement, elevation profiling, sun angle calculation, and 3D print file generation. More advanced account-level tools allow users to perform more computationally intensive analyses. These include ray-traced lighting analysis for user-specified areas over user-specified time/date ranges and time intervals, electro-static surface potential analysis, subsetting of large data products, slope analysis, and Lunar Laser Ranging geometry calculation. Artificial intelligence (AI) and ma-chine learning (ML) based tools have been implemented for crater detection and hazard analysis, boulder detection and hazard analysis, and rockfall detection. New Tools Facilitating Exploration: Additional, new tools have recently been added and others are in development, offering even greater functionality in con-ducting analyses of potential landing sites and areas of surface operations. The new Line-of-Sight tool facilitates communications planning between locations on the lunar surface, between any given site on the lunar surface and a specified ground station on the Earth, and between a site on the lunar surface and a relay asset in lunar orbit, all taking into account local lunar topography. The new Data Plotter tool provides both tabular and graphical representations of pixel values along a user specified path for a growing number of data products. The new NAC Finder tool will identify and pro-vide access to NAC images that intersect a user-defined path or bounded area. The SSTP development team is looking to leverage the capabilities of its existing AI and ML crater, boulder, and rockfall detection and analysis tools, and extend that technology to a generalized feature detector that can be trained on instances of specific types of landforms and then search the lunar surface for more examples of such features. New traverse planning tools are being developed with use cases in generalized concept studies and specific mission planning in mind. These will facilitate finding optimal traverse paths based on constraints such as slope, lighting, hazard avoidance, and communications. These will be complemented by new traverse visualization capabilities. Users will be able to interactively ride along with a rover, examining 3D views of the terrain while adjusting camera height and viewing angle along with selecting different data layer overlays to drape across the terrain. Engaging the Public: The capabilities being developed for mission planning are being leveraged to further enhance Moon Trek’s proven utility as a valuable public outreach resource. This includes providing multiple lev-els of engagement with different points of entry. At its simplest level, promoting understanding through visualization, media and the public will be able to easily visualize and conduct their own exploration of lunar sites targeted by NASA and its partners. For a more in-depth experience, we are working with our stakeholders to promote understanding through interaction by extend-ing our current landing site and traverse analysis capabilities, making simplified access to these tools available to those who want to explore more deeply key factors in planning a mission through interactive and possibly even gamified experiences. The highest degree of public outreach, focusing on engagement through scientific participation, could be achieved through our work with missions and the NASA Office of the Chief Scientist on Moon Trek’s extension as a tool with specialized capabilities for facilitating citizen science. In such scenarios, participants become members of extended mis-sion science teams, using dedicated and integrated interfaces to analyze mission data to help answer questions key to lunar science and exploration. We are work-ing with NASA’s Office of Communications, museums, planetariums, and the media to help them easily integrate accurate, detailed visualizations of NASA’s lunar destinations and exploration into their content/productions and to engage diverse audiences in diverse venues.

Moon Trek↗

JAVA Stereo Display Toolkit

This toolkit provides a common interface for displaying graphical user interface (GUI) components in stereo using either specialized stereo display hardware (e.g., liquid crystal shutter or polarized glasses) or anaglyph display (red/blue glasses) on standard workstation displays. An application using this toolkit will work without modification in either environment, allowing stereo software to reach a wider audience without sacrificing high-quality display on dedicated hardware. The toolkit is written in Java for use with the Swing GUI Toolkit and has cross-platform compatibility. It hooks into the graphics system, allowing any standard Swing component to be displayed in stereo. It uses the OpenGL graphics library to control the stereo hardware and to perform the rendering. It also supports anaglyph and special stereo hardware using the same API (application-program interface), and has the ability to simulate color stereo in anaglyph mode by combining the red band of the left image with the green/blue bands of the right image. This is a low-level toolkit that accomplishes simply the display of components (including the JadeDisplay image display component). It does not include higher-level functions such as disparity adjustment, 3D cursor, or overlays all of which can be built using this toolkit.

Edmonds, Karina↗

An Illumination Modeling System for Human Factors Analyses

Seeing is critical to human performance. Lighting is critical for seeing. Therefore, lighting is critical to human performance. This is common sense, and here on earth, it is easily taken for granted. However, on orbit, because the sun will rise or set every 45 minutes on average, humans working in space must cope with extremely dynamic lighting conditions. Contrast conditions of harsh shadowing and glare is also severe. The prediction of lighting conditions for critical operations is essential. Crew training can factor lighting into the lesson plans when necessary. Mission planners can determine whether low-light video cameras are required or whether additional luminaires need to be flown. The optimization of the quantity and quality of light is needed because of the effects on crew safety, on electrical power and on equipment maintainability. To address all of these issues, an illumination modeling system has been developed by the Graphics Research and Analyses Facility (GRAF) and Lighting Environment Test Facility (LETF) in the Space Human Factors Laboratory at NASA Johnson Space Center. The system uses physically based ray tracing software (Radiance) developed at Lawrence Berkeley Laboratories, a human factors oriented geometric modeling system (PLAID) and an extensive database of humans and environments. Material reflectivity properties of major surfaces and critical surfaces are measured using a gonio-reflectometer. Luminaires (lights) are measured for beam spread distribution, color and intensity. Video camera performances are measured for color and light sensitivity. 3D geometric models of humans and the environment are combined with the material and light models to form a system capable of predicting lighting conditions and visibility conditions in space.

Huynh, Thong↗

Real-Time Lunar Prospector Data Visualization Using Web-Based Java

The Lunar Prospector was co-developed by NASA Ames Research Center and Lockheed Martin, and was launched on January 6th, 1998. Its mission is to search for water ice and various elements in the Moon's surface, map its magnetic and gravity fields, and detect volcanic activity. For the first time, the World Wide Web is being used to graphically display near-real-time data from a planetary exploration mission to the global public. Science data from the craft's instruments, as well as engineering data for the spacecraft subsystems, are continuously displayed in time-varying XY plots. The craft's current location is displayed relative to the whole Moon, and as an off-craft observer would see in the reference frame of the craft, with the lunar terrain scrolling underneath. These features are implemented as Java applets. Analyzed data (element and mass distribution) is presented as 3D lunar maps using VRML and Javascript. During the development phase, implementations of the Java Virtual Machine were just beginning to mature enough to adequately accommodate our target featureset; incomplete and varying implementations were the biggest bottleneck to our ideal of ubiquitous browser access. Bottlenecks notwithstanding, the reaction from the Internet community was overwhelmingly enthusiastic.

Deardorff, D. Glenn↗

TADS--A CFD-Based Turbomachinery Analysis and Design System with GUI: User's Manual

The primary objective of this study was the development of a Computational Fluid Dynamics (CFD) based turbomachinery airfoil analysis and design system, controlled by a Graphical User Interface (GUI). The computer codes resulting from this effort are referred to as TADS (Turbomachinery Analysis and Design System). This document is intended to serve as a User's Manual for the computer programs which comprise the TADS system, developed under Task 18 of NASA Contract NAS3-27350, ADPAC System Coupling to Blade Analysis & Design System GUI and Task 10 of NASA Contract NAS3-27394, ADPAC System Coupling to Blade Analysis & Design System GUI, Phase II-Loss, Design and, Multi-stage Analysis. TADS couples a throughflow solver (ADPAC) with a quasi-3D blade-to-blade solver (RVCQ3D) in an interactive package. Throughflow analysis and design capability was developed in ADPAC through the addition of blade force and blockage terms to the governing equations. A GUI was developed to simplify user input and automate the many tasks required to perform turbomachinery analysis and design. The coupling of the various programs was done in such a way that alternative solvers or grid generators could be easily incorporated into the TADS framework. Results of aerodynamic calculations using the TADS system are presented for a highly loaded fan, a compressor stator, a low speed turbine blade and a transonic turbine vane.

Koiro, M. J.↗

Geometry modeling and multi-block grid generation for turbomachinery configurations

An interactive 3D grid generation code, Turbomachinery Interactive Grid genERation (TIGER), was developed for general turbomachinery configurations. TIGER features the automatic generation of multi-block structured grids around multiple blade rows for either internal, external, or internal-external turbomachinery flow fields. Utilization of the Bezier's curves achieves a smooth grid and better orthogonality. TIGER generates the algebraic grid automatically based on geometric information provided by its built-in pseudo-AI algorithm. However, due to the large variation of turbomachinery configurations, this initial grid may not always be as good as desired. TIGER therefore provides graphical user interactions during the process which allow the user to design, modify, as well as manipulate the grid, including the capability of elliptic surface grid generation.

Shih, Ming H.↗

How far away is plug 'n' play? Assessing the near-term potential of sonification and auditory display

The commercial music industry offers a broad range of plug 'n' play hardware and software scaled to music professionals and scaled to a broad consumer market. The principles of sound synthesis utilized in these products are relevant to application in virtual environments (VE). However, the closed architectures used in commercial music synthesizers are prohibitive to low-level control during real-time rendering, and the algorithms and sounds themselves are not standardized from product to product. To bring sound into VE requires a new generation of open architectures designed for human-controlled performance from interfaces embedded in immersive environments. This presentation addresses the state of the sonic arts in scientific computing and VE, analyzes research challenges facing sound computation, and offers suggestions regarding tools we might expect to become available during the next few years. A list of classes of audio functionality in VE includes sonification -- the use of sound to represent data from numerical models; 3D auditory display (spatialization and localization, also called externalization); navigation cues for positional orientation and for finding items or regions inside large spaces; voice recognition for controlling the computer; external communications between users in different spaces; and feedback to the user concerning his own actions or the state of the application interface. To effectively convey this considerable variety of signals, we apply principles of acoustic design to ensure the messages are neither confusing nor competing. We approach the design of auditory experience through a comprehensive structure for messages, and message interplay we refer to as an Automated Sound Environment. Our research addresses real-time sound synthesis, real-time signal processing and localization, interactive control of high-dimensional systems, and synchronization of sound and graphics.

Bargar, Robin↗

Astrobee Operations on the Iss: Gui’S Impact on the Operators’ Cognitive Load

The Astrobee free-flying robots have completed their fifth successful year of operations housed in the Japanese Experimental Module (JEM) on the International Space Station (ISS). In this paper, we introduce two Graphical User Interfaces (GUI) used to operate and monitor in real-time the Astrobee free-flying robots onboard the ISS and report on the impact these GUIs have in the operator’s cognitive load. A review of the state-of-the-art GUI design for remotely teleoperated scenarios with minimal time delay is presented and the study’s conclusion used to determine the elements and recommendations to create an interface that minimizes its impact on the overall performance of an operator during an activity at the ISS. The Ground Data System (GDS) is one of the two GUIs in the study: it contains several tabs, each of which displays a different set of controls for specific tasks e.g. Overview, Run Plan, Teleoperate, Guest Science; some also display video and a three-dimensional (3D) representation of the ISS and robot based on the Astrobee’s telemetry. Most tabs enable a single operator-robot connection, however some of its tabs are capable to monitor and control up to three Astrobees simultaneously. The GDS Helper is a text-based user interface created to facilitate commanding and monitoring of an Astrobee robot directly from an SSH session. In full interactive mode it displays a maximum of 5 sections: general commanding, feedback/ack, telemetry, guest science commanding, and data, all in one view. In batch mode, it enables complex command scripting while retaining some interactive capabilities. A comparative analysis between these GUIs is carried out at an analogous ISS environment at the NASA Ames Research Center’s Granite Lab and its results presented. While GDS is able to provide an operator with control and situational awareness via its video and 3D displays, its several tabs may introduce an overwhelming amount of information confusing and delaying the operator especially during time-sensitive maneuvers where the operator may need to switch back and forth between them. GDS helper in the other hand does not provide video or 3D displays thus not allowing an operator to attain situational awareness, however it provides the operator with a design displaying commonly used data in a single window, enabling the operator to understand the state of the robot at a glance and control it through a commands entered via keyboard instead of a combination of mouse clicks and keyboard input. The results of the experiments measure the cognitive load across several operators maneuvering Astrobee to accomplish tasks ranging from fully manual to supervised activities. A GUI combining a single window displaying data along video and a 3D display is expected to reduce the operator’s cognitive load.

Astrobee↗

NASA/NOAA: Earth Science Electronic Theater 1999

The Electronic Theater (E-theater) presents visualizations which span the period from the original Suomi/Hasler animations of the first ATS-1 GEO weather satellite images in 1966 to the latest 1999 NASA Earth Science Vision for the next 25 years. Hot off the SGI-Onyx Graphics-Supercomputer are NASA's visualizations of Hurricanes Mitch, Georges, Fran and Linda. These storms have been recently featured on the covers of National Geographic, Time, Newsweek and Popular Science. Highlights will be shown from the NASA hurricane visualization resource video tape that has been used repeatedly this season on National and International network TV. Results will be presented from a new paper on automatic wind measurements in Hurricane Luis from 1-min GOES images that appeared in the November BAMS. The visualizations are produced by the NASA Goddard Visualization and Analysis Laboratory (VAL/912), and Scientific Visualization Studio (SVS/930), as well as other Goddard and NASA groups using NASA, NOAA, ESA, and NASDA Earth science datasets. Visualizations will be shown from the Earth Science E-Theater 1999 recently presented in Tokyo, Paris, Munich, Sydney, Melbourne, Honolulu, Washington, New York, and Dallas. The presentation Jan 11-14 at the AMS meeting in Dallas used a 4-CPU SGI/CRAY Onyx Infinite Reality Super Graphics Workstation with 8 GB RAM and a Terabyte Disk at 3840 X 1024 resolution with triple synchronized BarcoReality 9200 projectors on a 60ft wide screen. Visualizations will also be featured from the new Earth Today Exhibit which was opened by Vice President Gore on July 2, 1998 at the Smithsonian Air & Space museum in Washington, as well as those presented for possible use at the American Museum of Natural History (NYC), Disney EPCOT, and other venues. New methods are demonstrated for visualizing, interpreting, comparing, organizing and analyzing immense HyperImage remote sensing datasets and three dimensional numerical model results. We call the data from many new Earth sensing satellites, HyperImage datasets, because they have such high resolution in the spectral, temporal, spatial, and dynamic range domains. The traditional numerical spreadsheet paradigm has been extended to develop a scientific visualization approach for processing HyperImage datasets and 3D model results interactively. The advantages of extending the powerful spreadsheet style of computation to multiple sets of images and organizing image processing were demonstrated using the Distributed image SpreadSheet (DISS). The DISS is being used as a high performance testbed Next Generation Internet (NGI) VisAnalysis of: 1) El Nino SSTs and NDVI response 2) Latest GOES 10 5-min rapid Scans of 26 day 5000 frame movie of March & April '98 weather and tornadic storms 3) TRMM rainfall and lightning 4)GOES 9 satellite images/winds and NOAA aircraft radar of hurricane Luis, 5) lightning detector data merged with GOES image sequences, 6) Japanese GMS, TRMM, & ADEOS data 7) Chinese FY2 data 8) Meteosat & ERS/ATSR data 9) synchronized manipulation of multiple 3D numerical model views; and others will be illustrated. The Image SpreadSheet has been highly successful in producing Earth science visualizations for public outreach. Many of these visualizations have been widely disseminated through the world wide web pages of the HPCC/LTP/RSD program which can be found at http://rsd.gsfc.nasa.gov/rsd The one min interval animations of Hurricane Luis on ABC Nightline and the color perspective rendering of Hurricane Fran published by TIME, LIFE, Newsweek, Popular Science, National Geographic, Scientific American, and the "Weekly Reader" are some of the examples which will be shown.

Hasler, A. Fritz↗