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At least 163 records · Page 9

Self-Healing RF/Microwave Communications Circuits/Systems for NASA Missions—A Review

The success of current and future NASA missions relies in great part on the performance reliability and robustness of the communication circuits and systems of said missions. Some of the manifestations of reliability and robustness are comprised by properties such as graceful degradation, which provide redundancy and potentially longer life to the mission, and the ability to perform efficiently in harsh environments destinations such as Venus and the Jovian and Saturnian moons Europa and Enceladus, respectively. While several approaches have been considered or are currently underway to develop communications circuitry capable of performing in harsh environments, they lack the flexibility to enable reconfigurability to preserve functionality under adverse or contingency scenarios. This paper discusses some examples of self-healing RF/Microwave communications circuits and systems that could provide advantageous options in support of NASA missions.

self-healing↗

Do You See What I See? Interactive Visualization of Mission Design and Navigation

Mission Design and Navigation (MDNav) is an intensive process requiring advanced computational resources, expert human intuition, and many successive human-in-the-loop iterations to converge on acceptable trajectory designs or navigation solutions. The current bottleneck in MDNav is not the underlying computational algorithms but the human cognitive capacity to prune through a multitude of simulated results to select high-value candidates. One approach to alleviate this burden is through the judicious application of visualizations that allow humans to interactively filter data in multiple dimensions to reveal salient patterns and highlight divergences. When designed efficiently, such interactive visualizations should aid human operators to get familiar with data faster, visually observe correlations, and communicate findings more effortlessly. In this work, we present three visualization case studies that have the potential to increase human operator efficiency in MDNav. While identifying the most critical “pain points” that operators face, and also working on potential solutions, we followed a human-centered design approach. We started with a series of interviews with potential users, and then rapidly created prototypes for alternative solutions, validated outcomes with feedback from users through out development of these proof of concept visualizations. With this survey of our current efforts, we demonstrate the transformative capability of interactive data visualizations for improving mission development and operations, enabling operators to grow intuition, and communicating key concepts across diverse mission teams.

Arora, Nitin↗

A CSP-Based Agent Modeling Framework for the Cougaar Agent-Based Architecture

Cognitive Agent Architecture (Cougaar) is a Java-based architecture for large-scale distributed agent-based applications. A Cougaar agent is an autonomous software entity with behaviors that represent a real-world entity (e.g., a business process). A Cougaar-based Model Driven Architecture approach, currently under development, uses a description of system's functionality (requirements) to automatically implement the system in Cougaar. The Communicating Sequential Processes (CSP) formalism is used for the formal validation of the generated system. Two main agent components, a blackboard and a plugin, are modeled as CSP processes. A set of channels represents communications between the blackboard and individual plugins. The blackboard is represented as a CSP process that communicates with every agent in the collection. The developed CSP-based Cougaar modeling framework provides a starting point for a more complete formal verification of the automatically generated Cougaar code. Currently it is used to verify the behavior of an individual agent in terms of CSP properties and to analyze the corresponding Cougaar society.

Gracanin, Denis↗

Assessments of Physiology and Cognition in Hybrid-Reality Environments (APACHE) – A VR “Sandbox” for Planetary Spacewalk Research

NASA is planning to return to the Moon in the mid-2020s as a steppingstone to Mars missions in the 2030s. Spacewalks, or extravehicular activities (EVAs), performed on the Moon and Mars will differ in a variety of ways from those that have been performed in decades past. NASA has identified multiple risks to human health and performance associated with a crewed mission to Mars, especially those associated with exploration EVAs which are expected to be a primary mission activity. Crew may be expected to conduct up to 24 hours of EVA per person per week, where the likelihood of injury and/or mental mistakes are increased compared to ground-based training or current microgravity EVAs and the consequences of which can be catastrophic. Current test environments for exploration EVA research and technology development are large, costly facilities that are limited in their availability or capabilities. Spacesuit testing in a reduced gravity environment such as NASA’s Neutral Buoyancy Laboratory, while a good representation of the crew’s physical workload during exploration EVAs, typically has small datasets and is difficult to integrate physiological sensors or other types of crew performance measures. Meanwhile, scientific field-based testing such as NASA’s Desert Research and Technology Studies offers an operationally relevant environment for exploration EVAs, particularly for cognitive workload, but is also limited by small datasets, lack of a pressurized spacesuit, and obtrusive measures. The limitations of current analogs for exploration EVAs identify a need for a new test environment that can approximate both the physical and cognitive demands associated with exploration EVAs to enable rapid, controlled, and repeatable evaluations of human health and performance risks of exploration missions. In response, the Human Physiology, Performance, Protection, and Operations Laboratory (H-3PO) at NASA Johnson Space Center has developed a hybrid reality exploration EVA analog named the Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE)[ to address these limitations using a combination of virtual, physical, and hybrid reality techniques. The APACHE facility resides at NASA Johnson Space Center and serves as a large “sandbox” for EVA research and simulation. At its center is a roughly 15x20ft space surrounded by a 14” tall sandbox partially filled with lunar regolith simulant to emulate the physical feeling of walking on a planetary surface and to allow for simulated geology operations. Nearby, a curved passive treadmill (Skillmill Connect, Technogym, Fairfield, NJ) and an omnidirectional treadmill (Infinadeck, Infinadeck, Rocklin, CA) are included to enable exploration of these large virtual environments while also imposing the physical demands, representative timelines, and cognitive burdens required to navigate and traverse these distances during exploration EVA. A 6DOF motion platform is used to simulate rover operations and supports various human performance evaluations and associated risks. Lastly, APACHE can support two extravehicular (EV) crewmembers working in tandem. A computer workstation is located nearby and also supports an intravehicular (IV) crewmember as part of a full mission simulation. The IV crewmember has direct video and audio communication with the EV crew in VR to provide operational and procedural support.

Human Performance↗

Free-flying teleoperator requirements and conceptual design.

A teleoperator, as defined by NASA, is a remotely controlled cybernetic man-machine system designed to augment and extend man's sensory, manipulative, and cognitive capabilities. Teleoperator systems can fulfill an important function in the Space Shuttle program. They can retrieve automated satellites for refurbishment and reuse. Cargo can be transferred over short or large distances and orbital operations can be supported. A requirements analysis is discussed, giving attention to the teleoperator spacecraft, docking and stowage systems, display and controls, propulsion, guidance, navigation, control, the manipulators, the video system, the electrical power, and aspects of communication and data management. Questions of concept definition and evaluation are also examined.

Onega, G. T.↗

Fallible humans and vulnerable systems - Lessons learned from aviation

It is suggested that the problems being experienced in complex automatic systems are essentially due to the failure of information management and communication. The failure covers the entire spectrum: display devices and techniques, coding information so as to reduce human error, and information economy, i.e., resisting the temptation to bombard the operator with unlimited information simply because the system possesses the capability to do so. Since there has been great progress in hardware engineering, it is suggested that further attention is needed in the 'soft' side of systems. The approach should focus on (1) preventing human cognitive slips and (2) making the systems less vulnerable to such slips when they do occur. Most of the examples are taken from studies of cockpit automation.

Wiener, Earl L.↗

Multiagent Work Practice Simulation: Progress and Challenges

Modeling and simulating complex human-system interactions requires going beyond formal procedures and information flows to analyze how people interact with each other. Such work practices include conversations, modes of communication, informal assistance, impromptu meetings, workarounds, and so on. To make these social processes visible, we have developed a multiagent simulation tool, called Brahms, for modeling the activities of people belonging to multiple groups, situated in a physical environment (geographic regions, buildings, transport vehicles, etc.) consisting of tools, documents, and computer systems. We are finding many useful applications of Brahms for system requirements analysis, instruction, implementing software agents, and as a workbench for relating cognitive and social theories of human behavior. Many challenges remain for representing work practices, including modeling: memory over multiple days, scheduled activities combining physical objects, groups, and locations on a timeline (such as a Space Shuttle mission), habitat vehicles with trajectories (such as the Shuttle), agent movement in 3d space (e.g., inside the International Space Station), agent posture and line of sight, coupled movements (such as carrying objects), and learning (mimicry, forming habits, detecting repetition, etc.).

Clancey, William J.↗

Modeling the Effects of Stress: An Approach to Training

Stress is an integral element of the operational conditions experienced by combat medics. The effects of stress can compromise the performance of combat medics who must reach and treat their comrades under often threatening circumstances. Examples of these effects include tunnel vision, loss of motor control, and diminished hearing, which can result in an inability to perceive further danger, satisfactorily treat the casualty, and communicate with others. While many training programs strive to recreate this stress to aid in the experiential learning process, stress inducement may not always be feasible or desired. In addition, live simulations are not always a practical, convenient, and repeatable method of training. Instead, presenting situational training on a personal computer is proposed as an effective training platform in which the effects of stress can be addressed in a different way. We explore the cognitive and motor effects of stress, as well as the benefits of training for mitigating these effects in real life. While many training applications focus on inducing stress in order to "condition" the stress response, the author explores the possibilities of modeling stress to produce a similar effect. Can presenting modeled effects of stress help prepare or inoculate soldiers for stressful situations in which they must perform at a high level? This paper investigates feasibility of modeling stress and describes the preliminary design considerations of a combat medic training system that utilizes this method of battlefield preparation.

Cuper, Taryn↗

Multiagent Work Practice Simulation: Progress and Challenges

Modeling and simulating complex human-system interactions requires going beyond formal procedures and information flows to analyze how people interact with each other. Such work practices include conversations, modes of communication, informal assistance, impromptu meetings, workarounds, and so on. To make these social processes visible, we have developed a multiagent simulation tool, called Brahms, for modeling the activities of people belonging to multiple groups, situated in a physical environment (geographic regions, buildings, transport vehicles, etc.) consisting of tools, documents, and a computer system. We are finding many useful applications of Brahms for system requirements analysis, instruction, implementing software agents, and as a workbench for relating cognitive and social theories of human behavior. Many challenges remain for representing work practices, including modeling: memory over multiple days, scheduled activities combining physical objects, groups, and locations on a timeline (such as a Space Shuttle mission), habitat vehicles with trajectories (such as the Shuttle), agent movement in 3D space (e.g., inside the International Space Station), agent posture and line of sight, coupled movements (such as carrying objects), and learning (mimicry, forming habits, detecting repetition, etc.).

Clancey, William J.↗

Instrumentation and robotic image processing using top-down model control

A top-down image processing scheme is described. A three-dimensional model of a robotic working environment, with robot manipulators, workpieces, cameras, and on-the-scene visual enhancements is employed to control and direct the image processing, so that rapid, robust algorithms act in an efficient manner to continually update the model. Only the model parameters are communicated, so that savings in bandwidth are achieved. This image compression by modeling is especially important for control of space telerobotics. The background for this scheme lies in an hypothesis of human vision put forward by the senior author and colleagues almost 20 years ago - the Scanpath Theory. Evidence was obtained that repetitive sequences of saccadic eye movements, the scanpath, acted as the checking phase of visual pattern recognition. Further evidence was obtained that the scanpaths were apparently generated by a cognitive model and not directly by the visual image. This top-down theory of human vision was generalized in some sense to the frame in artificial intelligence. Another source of the concept arose from bioengineering instrumentation for measuring the pupil and eye movements with infrared video cameras and special-purpose hardware.

Stark, Lawrence↗

The change in critical technologies for computational physics

It is noted that the types of technology required for computational physics are changing as the field matures. Emphasis has shifted from computer technology to algorithm technology and, finally, to visual analysis technology as areas of critical research for this field. High-performance graphical workstations tied to a supercommunicator with high-speed communications along with the development of especially tailored visualization software has enabled analysis of highly complex fluid-dynamics simulations. Particular reference is made here to the development of visual analysis tools at NASA's Numerical Aerodynamics Simulation Facility. The next technology which this field requires is one that would eliminate visual clutter by extracting key features of simulations of physics and technology in order to create displays that clearly portray these key features. Research in the tuning of visual displays to human cognitive abilities is proposed. The immediate transfer of technology to all levels of computers, specifically the inclusion of visualization primitives in basic software developments for all work stations and PCs, is recommended.

Watson, Val↗

Cooperative Automation Supporting Pilot-Dispatch Negotiation of Enroute Trajectory Change Requests

The advent of advanced technologies in communication, navigation, and surveillance is enabling more integration between the aircraft and the ground systems in managing air traffic operations. As a result, automation has evolved to provide the flight crew, air traffic controllers, and traffic flow managers with capabilities for collaborating on information access, analysis, and decision making. In this paper, we investigate different cooperative schemes between these agents, supported by automation, in managing dynamic trajectory changes while the flight is en route to improve flight and system performance. The analysis was conducted using an abstract cognitive tasking framework to identify trajectory change tasks independently from the agent performing them. Cooperation schemes were then derived by assessing different levels of cooperation on each task between the air and ground agents and their automation. The assessment was based on which automation-supported agent is more capable of performing the task and the expected benefit mechanisms that result from cooperating. The cooperation schemes were compared based on a qualitative, but objective, assessment of the benefits expected from cooperation.

air-ground integration↗

Evidence Report: Risk of Inadequate Human-Computer Interaction

Human-computer interaction (HCI) encompasses all the methods by which humans and computer-based systems communicate, share information, and accomplish tasks. When HCI is poorly designed, crews have difficulty entering, navigating, accessing, and understanding information. HCI has rarely been studied in an operational spaceflight context, and detailed performance data that would support evaluation of HCI have not been collected; thus, we draw much of our evidence from post-spaceflight crew comments, and from other safety-critical domains like ground-based power plants, and aviation. Additionally, there is a concern that any potential or real issues to date may have been masked by the fact that crews have near constant access to ground controllers, who monitor for errors, correct mistakes, and provide additional information needed to complete tasks. We do not know what types of HCI issues might arise without this "safety net". Exploration missions will test this concern, as crews may be operating autonomously due to communication delays and blackouts. Crew survival will be heavily dependent on available electronic information for just-in-time training, procedure execution, and vehicle or system maintenance; hence, the criticality of the Risk of Inadequate HCI. Future work must focus on identifying the most important contributing risk factors, evaluating their contribution to the overall risk, and developing appropriate mitigations. The Risk of Inadequate HCI includes eight core contributing factors based on the Human Factors Analysis and Classification System (HFACS): (1) Requirements, policies, and design processes, (2) Information resources and support, (3) Allocation of attention, (4) Cognitive overload, (5) Environmentally induced perceptual changes, (6) Misperception and misinterpretation of displayed information, (7) Spatial disorientation, and (8) Displays and controls.

Kritina Holden↗

Crazy Antennas

Everyone here is familiar with traditional antennas, time-honored favorites like dipoles and solid parabolic reflectors. But occasionally, circumstances call for something peculiar. This paper will describe a number of unusual antennas for particular communications scenarios that have been developed at the NASA Glenn Research over the past decade or so. The list includes: a K-band scanning ferroelectric reflectarray; a UHF "Vivaldi" for cellular connectivity to unmanned aerial vehicles; a Ku-band array that develops a top-hat pattern to feed a zone plate antenna; an active antenna that toggles between Iridium and GPS bands; a VHF hybrid spiral/dipole for orientation determination on Venus; and a Ku-band deployable reflector that strongly resembles a giant beach ball. Design strategy and performance results will be included, and trends towards cognitive antennas will be discussed.

Romanofsky, Robert↗

The NASA SETI program

In 1959, it was proposed that a sensible way to conduct interstellar communication would be to use radio at or near the frequency of hydrogen. In 1960, the first Search for Extraterrestrial Intelligence (SETI) was conducted using a radiotelescope at Green Bank in West Virginia. Since 1970, NASA has systematically developed a definitive program to conduct a sophisticated search for evidence of extraterrestrial intelligent life. The basic hypothesis is that life may be widespread in the univers, and that in many instances extraterrestrial life may have evolved into technological civilizations. The underlying scientific arguments are based on the continuously improving knowledge of astronomy and astrophysics, especially star system formation, and of planetary science, chemical evolution, and biological evolution. If only one in a million sun-like stars in our galaxy harbors species with cognitive intelligence, then there are 100,000 civilizations in the Milky Way alone. The fields of radioastronomy digital electronic engineering, spectrum analysis, and signal detection have advanced rapidly in the last twenty years and now allow for sophisticated systems to be built in order to attempt the detection of extraterrestrial intelligence signals. In concert with the scientific and engineering communities, NASA has developed, over the last several years, a Microwave Observing Project whose goal is to design, build, and operate SETI systems during the decade of the nineties in pursuit of the goal signal detection. The Microwave Observing Project is now approved and underway. There are two major components in the project: the Target Search Element and the Sky Survey Element.

Billingham, J.↗

ASK Magazine; No. 21

THIS ISSUE FEATURES A VISUAL DEPICTION OF THE ACADEMY of Program and Project Leadership (APPL). I imagine a variety of initial reactions to the drawing. One might be, "What is a cartoon doing in a magazine about project management?" Or perhaps, "Wow, nice colors-and fun." Another may be to closely search the image for signs, symbols and meaning. Still another, to read a new level of innovation and creativity into the picture. Undoubtedly, some readers will raise questions about the cost. Of course, any reaction is a sign of engagement. The stronger, the more energized the emotional and cognitive processing, the better. It is a sign of attention and interaction. For I've heard it said, "You only need to worry if they don t care one way or the other." So what is the point of the picture? To stimulate interest, raise questions, promote discussion, and maybe raise a smile.. .That, at least, was my initial reaction when I was introduced to the work of Nancy Hegedus, who helps to create these drawings for Root Learning Inc. At the NASA PM Conference, I was first shown the work Nancy had been doing with the help of Goddard s Knowledge Management Architect, Dr. Ed Rogers. I was immediately drawn into the power of visualization as a tool for more effective learning, communicating, and conveying complex knowledge concepts. We need new tools in today s world, where information and data overwhelms by sheer volume. There are articles, pamphlets, communications, and white papers-all aiming to convince and influence. Reactions to these tend to be either avoidance or mind-numbing, heavy-eyed consent; the message never registers or enters the soul. That s one of the reasons that APPL s Knowledge Sharing Initiative (KSI) has turned to storytelling as a memorable way of transfer- ring knowledge, inspiring imitation of best practices, and spurring reflection. ASK Magazine s recent fourth birthday marks an important milestone in APPL s continuing quest to provide ongoing support to project managers and to promote mission success. And similar to storytelling, the power of visualization is receiving increasing attention in recent years as a way to stimulate engagement. Pictures and visual graphs are viewed as one of the most effective ways for displaying, describing, and generating discussion about quantitative and technically complex information. Prototypes, models, and simulations are considered essential for stimulating innovation through open and engaging discussions. There has also been extensive writing on the use of visual graphics, pictures, and cartoons to facilitate memory, creativity, openness, attention-and even well-being. For many of these reasons, I am excited to have a colorful visual depiction of the APPL world included in ASK. Without the addition of text or slides, the intent is to invite people into the world of the APPL mission-as well as its products, services, customers, and partners- in a fun and engaging manner. As project leaders strive to find ways to encourage engagement, learning, and transmission of knowledge, traditional technologies are proving to be as valuable as modern technologies. (But for those who want more information in the form of texts and slide presentations, we certainly have an abundance of those as well.)

Laufer, Alexander↗

The Value of a Spaceflight Clinical Decision Support System for Earth-Independent Medical Operations

As NASA prepares for crewed lunar missions over the next several years, plans are also underway to journey farther into deep space. Deep space exploration will require a paradigm shift in astronaut medical support toward progressively earth-independent medical operations (EIMO). The Exploration Medical Capability (ExMC) element of NASA’s Human Research Program (HRP) is investigating the feasibility and value of advanced capabilities to promote and enhance EIMO. Currently, astronauts rely on real-time communication with ground-based medical providers. However, as the distance from Earth increases, so do communication delays and disruptions. Moreover, resupply and evacuation will become increasingly complex, if not impossible, on deep space missions. In contrast to today’s missions in low earth orbit (LEO), where most medical expertise and decision-making are ground-based, an exploration crew will need to autonomously detect, diagnose, treat, and prevent medical events. Due to the sheer amount of pre-mission training required to execute a human spaceflight mission, there is often little time to devote exclusively to medical training. One potential solution is to augment the long duration exploration crew’s knowledge, skills, and abilities with a clinical decision support system (CDSS). An analysis of preliminary data indicates the potential benefits of a CDSS to mission outcomes when augmenting cognitive and procedural performance of an autonomous crew performing medical operations, and we provide an illustrative scenario of how such a CDSS might function.

Brian K. Russell↗

Evaluation of Classifier Complexity for Delay Tolerant Network Routing

The growing popularity of small cost effective satellites (SmallSats, CubeSats, etc.) creates the potential for a variety of new science applications involving multiple nodes functioning together or independently to achieve a task, such as swarms and constellations. As this technology develops and is deployed for missions in Low Earth Orbit and beyond, the use of delay tolerant networking (DTN) techniques may improve communication capabilities within the network. In this paper, a network hierarchy is developed from heterogeneous networks of SmallSats, surface vehicles, relay satellites and ground stations which form an integrated network. There is a tradeoff between complexity, flexibility, and scalability of user defined schedules versus autonomous routing as the number of nodes in the network increases. To address these issues, this work proposes a machine learning classifier based on DTN routing metrics. A framework is developed which will allow for the use of several categories of machine learning algorithms (decision tree, random forest and deep learning) to be applied to a dataset of historical network statistics, which allows for the evaluation of algorithm complexity versus performance to be explored. We develop the emulation of a hierarchical network, consisting of tens of nodes which form a cognitive network architecture. CORE (Common Open Research Emulator) is used to emulate the network using bundle protocol and DTN IP neighbor discovery.

Dudukovich, Rachel↗