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At least 163 records · Page 9

Spacecraft 3D Augmented Reality Mobile App

The Spacecraft 3D application allows users to learn about and interact with iconic NASA missions in a new and immersive way using common mobile devices. Using Augmented Reality (AR) techniques to project 3D renditions of the mission spacecraft into real-world surroundings, users can interact with and learn about Curiosity, GRAIL, Cassini, and Voyager. Additional updates on future missions, animations, and information will be ongoing. Using a printed AR Target and camera on a mobile device, users can get up close with these robotic explorers, see how some move, and learn about these engineering feats, which are used to expand knowledge and understanding about space. The software receives input from the mobile device's camera to recognize the presence of an AR marker in the camera's field of view. It then displays a 3D rendition of the selected spacecraft in the user's physical surroundings, on the mobile device's screen, while it tracks the device's movement in relation to the physical position of the spacecraft's 3D image on the AR marker.

Hussey, Kevin J.↗

Virtual Reality as a Medium for Sensorimotor Adaptation Training and Spaceflight Countermeasures

Astronauts experience a profound sensorimotor adaptation during transition to and from the microgravity environment of space. With the upcoming shift to extra‐long duration missions (upwards of 1 year) aboard the International Space Station, the immediate risks to astronauts during these transitory periods become more important than ever to understand and prepare for. Recent advances in virtual reality technology enable everyday adoption of these tools for entertainment and use in training. Embedding an individual in a virtual environment (VE) allows the ability to change the perception of visual flow, elicit automatic motor behavior and produce sensorimotor adaptation, not unlike those required during long duration microgravity exposure. The overall goal of this study is to determine the feasibility of present head mounted display technology (HMD) to produce reliable visual flow information and the expected adaptation associated with virtual environment manipulation to be used in future sensorimotor adaptability countermeasures. To further understand the influence of visual flow on gait adaptation during treadmill walking, a series of discordant visual flow manipulations in a virtual environment are proposed. Six healthy participants (3 male and 3 female) will observe visual flow information via HMD (Oculus Rift DK2) while walking on an instrumented treadmill at their preferred walking speed. Participants will be immersed in a series of VE's resembling infinite hallways with different visual characteristics: an office hallway, a hallway with pillars and the hallway of a fictional spacecraft. Participants will perform three trials of 10 min. each, which include walking on the treadmill while receiving congruent or incongruent visual information via the HMD. In the first trial, participants will experience congruent visual information (baseline) where the hallway is perceived to move at the same rate as their walking speed. The final two trials will be randomized among participants where the hallway is perceived to move at either half (0.5x) or twice (2.0x) their preferred walking speed. Participants will remain on the treadmill between trials and will not be warned of the upcoming change to visual flow to minimize preparatory adjustments. Stride length, step frequency and dual‐support time will be quantified during each trial. We hypothesize that participants will experience a rapid modification in gait performance during periods of adaptive change, expressed as a decrease in step length, an increase in step frequency and an increase in dual‐support time, followed by a period of adaptation where these movement parameters will return to near‐baseline levels. As stride length, step frequency and dual support times return to baseline values, an adaptation time constant will be derived to establish individual time‐to‐adapt (TTA). HMD technology represents a paradigm shift in sensorimotor adaptation training where gait adaptability can be stressed using off‐the‐shelf consumer products and minimal experimental equipment, allowing for greater training flexibility in astronaut and terrestrial applications alike.

Madansingh, S.↗

Virtual Reality as a Medium for Sensorimotor Adaptation Training and Spaceflight Countermeasures

With the upcoming shift to extra‐long duration missions (1 year) aboard the ISS, sensorimotor adaptations during transitory periods in‐and‐out of microgravity are more important to understand and prepare for. Advances in virtual reality technology enables everyday adoption of these tools for entertainment and use in training. Experiencing virtual environments (VE) allows for the manipulation of visual flow to elicit automatic motor behavior and produce sensorimotor adaptation (SA). Recently, the ability to train individuals using repeatable and varied exposures to SA challenges has shown success by improving performance during exposure to a novel environment (Batson 2011). This capacity to 'learn to learn' is referred to as sensorimotor adaptive generalizability and, through the use of treadmill training, represents an untapped potential for individualized countermeasures. The goal of this study is to determine the feasibility of present head mounted displays (HMDs) to produce compelling visual flow information and the expected adaptations for use in future SA treadmill‐based countermeasures. Participants experience infinite hallways providing congruent (baseline) or incongruent visual information (half or double speed) via HMD while walking on an instrumented treadmill at 1.1m/s. As gait performance approaches baseline levels, an adaptation time constant is derived to establish individual time‐to‐adapt (TTA). It is hypothesized that decreasing the TTA through SA treadmill training will facilitate sensorimotor adaptation during gravitational transitions. In this way, HMD technology represents a novel platform for SA training using off‐the‐shelf consumer products for greater training flexibility in astronaut and terrestrial applications alike.

Madansingh, S.↗

Augmented Virtual Reality Laboratory

Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

Resolved Skeleton↗

Applied Operations Research: Augmented Reality in an Industrial Environment

Augmented reality is the application of computer generated data or graphics onto a real world view. Its use provides the operator additional information or a heightened situational awareness. While advancements have been made in automation and diagnostics of high value critical equipment to improve readiness, reliability and maintenance, the need for assisting and support to Operations and Maintenance staff persists. AR can improve the human machine interface where computer capabilities maximize the human experience and analysis capabilities. NASA operates multiple facilities with complex ground based HVCE in support of national aerodynamics and space exploration, and the need exists to improve operational support and close a gap related to capability sustainment where key and experienced staff consistently rotate work assignments and reach their expiration of term of service. The initiation of an AR capability to augment and improve human abilities and training experience in the industrial environment requires planning and establishment of a goal and objectives for the systems and specific applications. This paper explored use of AR in support of Operation staff in real time operation of HVCE and its maintenance. The results identified include identification of specific goal and objectives, challenges related to availability and computer system infrastructure.

Cole, Stuart K.↗

Landsat 8: The Plans, the Reality, and the Legacy

Landsat 8, originally known as the Landsat Data Continuity Mission (LDCM), is a National Aeronautics and Space Administration (NASA)-U.S. Geological Survey (USGS) partnership that continues the legacy of continuous moderate resolution observations started in 1972. The conception of LDCM to the reality of Landsat 8 followed an arduous path extending over nearly 13 years, but the successful launch on February 11, 2013 ensures the continuity of the unparalleled Landsat record. The USGS took over mission operations on May 30, 2013 and renamed LCDM to Landsat 8. Access to Landsat 8 data was opened to users worldwide. Three years following launch we evaluate the science and applications impact of Landsat 8. With a mission objective to enable the detection and characterization of global land changes at a scale where differentiation between natural and human-induced causes of change is possible, LDCM promised incremental technical improvements in capabilities needed for Landsat scientific and applications investigations. Results show that with Landsat 8, we are acquiring more data than ever before, the radiometric and geometric quality of data are generally technically superior to data acquired by past Landsat missions, and the new measurements, e.g., the coastal aerosol and cirrus bands, are opening new opportunities. Collectively, these improvements are sparking the growth of science and applications opportunities. Equally important, with Landsat 7 still operational, we have returned to global imaging on an 8-day cycle, a capability that ended when Landsat 5 ceased operational Earth imaging in November 2011. As a result, the Landsat program is on secure footings and planning is underway to extend the record for another 20 or more years.

Loveland, Thomas R.↗

NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

Delgado, Francisco J.↗

Fireballs in the Sky: An Augmented Reality Citizen Science Program

Fireballs in the Sky is an innovative Australian citizen science program that connects the public with the research of the Desert Fireball Network (DFN). This research aims to understand the early workings of the solar system, and Fireballs in the Sky invites people around the world to learn about this science, contributing fireball sightings via a user-friendly augmented reality mobile app. Tens of thousands of people have downloaded the app world-wide and participated in the science of meteoritics. The Fireballs in the Sky app allows users to get involved with the Desert Fireball Network research, supplementing DFN observations and providing enhanced coverage by reporting their own meteor sightings to DFN scientists. Fireballs in the Sky reports are used to track the trajectories of meteors - from their orbit in space to where they might have landed on Earth. Led by Phil Bland at Curtin University in Australia, the Desert Fireball Network (DFN) uses automated observatories across Australia to triangulate trajectories of meteorites entering the atmosphere, determine pre-entry orbits, and pinpoint their fall positions. Each observatory is an autonomous intelligent imaging system, taking 1000 by 36 megapixel all-sky images throughout the night, using neural network algorithms to recognize events. They are capable of operating for 12 months in a harsh environment, and store all imagery collected. We developed a completely automated software pipeline for data reduction, and built a supercomputer database for storage, allowing us to process our entire archive. The DFN currently stands at 50 stations distributed across the Australian continent, covering an area of 2.5 million square kilometers. Working with DFN's partners at NASA's Solar System Exploration Research Virtual Institute, the team is expanding the network beyond Australia to locations around the world. Fireballs in the Sky allows a growing public base to learn about and participate in this exciting research.

Day, Brian↗

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

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing virtual reality (VR) and motion capture (MoCap) into HFE analyses of various projects through its Virtual Environments Lab (VEL). VR allows for multiple analyses early in the design process and more opportunities to give design feedback. This tool can be used by engineers in most disciplines to compare design alternatives and is particularly valuable to HFE to give early input during these evaluations. These techniques are being implemented for concept development of Deep Space Habitats (DSH), and work is being done to implement VR for design aspects of the Space Launch System (SLS). VR utilization in the VEL will push the design to be better formulated before mockups are constructed, saving budget and time. The MSFC VEL will continue forward leaning implementation with VR technologies in these and other projects for better models earlier in the design process.

Andrews, Tanya↗

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

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing virtual reality (VR) and motion capture (MoCap) into HFE analyses of various projects through its Virtual Environments Lab (VEL). These techniques are being implemented for concept of development of Deep Space Habitats (DSH) and design and analyses for NASA’s Space Launch System (SLS). VR utilization in the VEL will push the design to be better formulated before mockups are constructed, saving budget and time.

Andrews, Tanya↗

Using Virtual Reality for Worksite Analysis

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing virtual reality (VR) and motion capture (MoCap) into HFE analyses of various projects through its Virtual Environments Lab (VEL). This complements the long history of analyses completed using mockups. These techniques are being implemented for; (1) Concept of development of Deep Space Habitats (DSH), (2) Design and analyses for NASA’s Space Launch System (SLS). VR utilization in the VEL will push the design to be better formulated before mockups are constructed, saving budget and time.

Andrews, Tanya↗

Urban Air Mobility System Testbed Using CAVE Virtual Reality Environment

Urban Air Mobility (UAM) refers to a system of air passenger and small cargo transportation within an urban area. The UAM framework also includes other urban Unmanned Aerial Systems (UAS) services that will be supported by a mix of onboard, ground, piloted, and autonomous operations. Over the past few years UAM research has gained wide interest from companies and federal agencies as an on-demand innovative transportation option that can help reduce traffic congestion and pollution as well as increase mobility in metropolitan areas. The concepts of UAM/UAS operation in the National Airspace System (NAS) remains an active area of research to ensure safe and efficient operations. With new developments in smart vehicle design and infrastructure for air traffic management, there is a need for methods to integrate and test various components of the UAM framework. In this work, we report on the development of a virtual reality (VR) testbed using the Cave Automatic Virtual Environment (CAVE) technology for human-automation teaming and airspace operation research of UAM. Using a four-wall projection system with motion capture, the CAVE provides an immersive virtual environment with real-time full body tracking capability. We created a virtual environment consisting of San Francisco city and a vertical take-off-and-landing passenger aircraft that can fly between a downtown location and the San Francisco International Airport. The aircraft can be operated autonomously or manually by a single pilot who maneuvers the aircraft using a flight control joystick. The interior of the aircraft includes a virtual cockpit display with vehicle heading, location, and speed information. The system can record simulation events and flight data for post-processing. The system parameters are customizable for different flight scenarios; hence, the CAVE VR testbed provides a flexible method for development and evaluation of UAM framework.

Marayong, Panadda↗

Automated Software for Manned Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies. One goal of advanced spacecraft automation is the ability to reduce both the crew workload and the ground control footprint while at the same time increasing spacecraft and mission flexibility. Historically, crewed spacecraft required a large number of operators on the ground to use a plethora of tools to compute nominal and contingency mission trajectories. Moving those sophisticated software tools to being onboard the vehicle can reduce the need for such complex ground support. Given that today’s spacecraft software is not yet as capable or as flexible in all circumstances as the computers depicted in movies, there is usually a trade-off between software automation cost and the flexibility of that software resulting in a trade-off between what is performed on the spacecraft and what is left to onboard crew or ground control. For missions that go beyond the Moon, software that autonomously controls nearly every aspect of a crewed mission will become a necessity given the long time delays between the spacecraft and Earth’s ground control teams. The lessons learned by Boeing and its Mission Operations team, through the design and implementation of Starliner’s hardware and software automation, will be able to inform future public and private spacecraft design. As the technologies and capabilities evolve, incorporating lessons learned in successful low Earth orbit commercial crew vehicle missions, spacecraft designs will continue to improve and be able to better enable safe execution of human missions to the Moon and beyond.

Robert C Dempsey↗

Using Virtual Reality for Science Missions At The Lunar South Pole

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

Thomas G Grubb↗

Augmented Reality Data Generation for Training Deep Learning Neural Network

One of the major challenges in deep learning is retrieving sufficiently large labeled training datasets, which can become expensive and time consuming to collect. A unique approach to training segmentation is to use Deep Neural Network (DNN) models with a minimal amount of initial labeled training samples. The procedure involves creating synthetic data and using image registration to calculate affine transformations to apply to the synthetic data. The method takes a small dataset and generates a highquality augmented reality synthetic dataset with strong variance while maintaining consistency with real cases. Results illustrate segmentation improvements in various target features and increased average target confidence.

Torres, Gil↗

Occluded Object Reconstruction for First Responders with Augmented Reality Glasses Using Conditional Generative Adversarial Networks

Firefighters suffer a variety of life-threatening risks, including line-of-duty deaths, injuries, and exposures to hazardous substances. Support for reducing these risks is important. We built a partially occluded object reconstruction method on augmented reality glasses for first responders. We used a deep learning based on conditional generative adversarial networks to train associations between the various images of flammable and hazardous objects and their partially occluded counterparts. Our system then reconstructed an image of a new flammable object. Finally, the reconstructed image was superimposed on the input image to provide "transparency". The system imitates human learning about the laws of physics through experience by learning the shape of flammable objects and the flame characteristics.

Chow, Edward↗

Automated Software for Manned Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies. One goal of advanced spacecraft automation is the ability to reduce both the crew workload and the ground control footprint while at the same time increasing spacecraft and mission flexibility. Historically, crewed spacecraft required a large number of operators on the ground to use a plethora of tools to compute nominal and contingency mission trajectories. Moving those sophisticated software tools to being onboard the vehicle can reduce the need for such complex ground support. Given that today’s spacecraft software is not yet as capable or as flexible in all circumstances as the computers depicted in movies, there is usually a trade-off between software automation cost and the flexibility of that software resulting in a trade-off between what is performed on the spacecraft and what is left to onboard crew or ground control. For missions that go beyond the Moon, software that autonomously controls nearly every aspect of a crewed mission will become a necessity given the long time delays between the spacecraft and Earth’s ground control teams. The lessons learned by Boeing and its Mission Operations team, through the design and implementation of Starliner’s hardware and software automation, will be able to inform future public and private spacecraft design. As the technologies and capabilities evolve, incorporating lessons learned in successful low Earth orbit commercial crew vehicle missions, spacecraft designs will continue to improve and be able to better enable safe execution of human missions to the Moon and beyond.

Robert C. Dempsey↗

Automated Software for Crewed Spacecraft - Bridging the Gap from Sci Fi to Reality

With a voice command or a few taps on the console, the spacecraft pivots on a dime at high velocity and gently docks to an orbiting space platform. This is the image most people have of the complex software computations and integrated hardware performance necessary for a spacecraft to successfully perform an automated launch, rendezvous, and docking. Today’s reality is that while computer operations are advancing rapidly, science fiction over-simplifies and over-sells current capabilities. This paper discusses the integration of spacecraft computer automation into the operation of one of the United States’ new Commercial Crew vehicles - the Boeing CST-100 Starliner. Lessons learned by the Boeing Mission Operations team, a private-public partnership with NASA, from conceptual design through real-time operation of the first test flight will be discussed. Focus will center on how operations has learned to use the automated software to their advantage while also knowing how to adjust the automation in response to spacecraft or mission anomalies. One goal of advanced spacecraft automation is the ability to reduce both the crew workload and the ground control footprint while at the same time increasing spacecraft and mission flexibility. Historically, crewed spacecraft required a large number of operators on the ground to use a plethora of tools to compute nominal and contingency mission trajectories. Moving those sophisticated software tools to being onboard the vehicle can reduce the need for such complex ground support. Given that today’s spacecraft software is not yet as capable or as flexible in all circumstances as the computers depicted in movies, there is usually a trade-off between software automation cost and the flexibility of that software resulting in a trade-off between what is performed on the spacecraft and what is left to onboard crew or ground control. For missions that go beyond the Moon, software that autonomously controls nearly every aspect of a crewed mission will become a necessity given the long time delays between the spacecraft and Earth’s ground control teams. The lessons learned by Boeing and its Mission Operations team, through the design and implementation of Starliner’s hardware and software automation, will be able to inform future public and private spacecraft design. As the technologies and capabilities evolve, incorporating lessons learned in successful low Earth orbit commercial crew vehicle missions, spacecraft designs will continue to improve and be able to better enable safe execution of human missions to the Moon and beyond.

Robert C Dempsey↗