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At least 163 records · Page 9

Techniques for Improving the Performance of Future EVA Maneuvering Systems

The Simplified Aid for EVA Rescue (SAFER) is a small propulsive backpack that was developed as an in-house effort at Johnson Space Center; it is a lightweight system which attaches to the underside of the Primary Life Support Subsystem (PLSS) backpack of the Extravehicular Mobility Unit (EMU). SAFER provides full six-axis control, as well as Automatic Attitude Hold (AAH), by means of a set of cold-gas nitrogen thrusters and a rate sensor-based control system. For compactness, a single hand controller is used, together with mode switching, to command all six axes. SAFER was successfully test-flown on the STS-64 mission in September 1994 as a Development Test Objective (DTO); development of an operational version is now proceeding. This version will be available for EVA self-rescue on the International Space Station and Mir, starting with the STS-86/Mir-7 mission in September 1997. The DTO SAFER was heavily instrumented, and produced in-flight data that was stored in a 12 MB computer memory on-board. This has allowed post-flight analysis to yield good estimates for the actual mass properties (moments and products of inertia and center of mass location) encountered on-orbit. By contrast, Manned Maneuvering Unit (MMU) post-flight results were generated mainly from analysis of video images, and so were not very accurate. The main goal of the research reported here was to use the detailed SAFER on-orbit mass properties data to optimize the design of future EVA maneuvering systems, with the aim being to improve flying qualities and/or reduce propellant consumption. The Automation, Robotics and Simulation Division Virtual Reality (VR) Laboratory proved to be a valuable research tool for such studies. A second objective of the grant was to generate an accurate dynamics model in support of the reflight of the DTO SAFER on STS-76/Mir-3. One complicating factor was the fact that a hand controller stowage box was added to the underside of SAFER on this flight; the position of this box was such that two of the SAFER jets plume it. A second complication was that the EVA astronaut will sometimes be transporting a massive experiment package. This will not only alter the overall mass properties significantly, but can itself also be plumed.

Williams, Trevor W.↗

The development, assessment and validation of virtual reality for human anatomy instruction

This research project seeks to meet the objective of science training by developing, assessing, validating and utilizing VR as a human anatomy training medium. Current anatomy instruction is primarily in the form of lectures and usage of textbooks. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three-dimensional, unlike the one-dimensional depiction found in textbooks and the two-dimensional depiction found on the computer. Virtual reality allows one to step through the computer screen into a 3-D artificial world. The primary objective of this project is to produce a virtual reality application of the abdominopelvic region of a human cadaver that can be taken back to the classroom. The hypothesis is that an immersive learning environment affords quicker anatomic recognition and orientation and a greater level of retention in human anatomy instruction. The goal is to augment not replace traditional modes of instruction.

Marshall, Karen Benn↗

Multi-modal virtual environment research at Armstrong Laboratory

One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.

Eggleston, Robert G.↗

Three-dimensional user interfaces for scientific visualization

The focus of this grant was to experiment with novel user interfaces for scientific visualization applications using both desktop and virtual reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past three years, and subsumes all prior reports.

VanDam, Andries↗

Human factors issues and approaches in the spatial layout of a space station control room, including the use of virtual reality as a design analysis tool

Human Factors Engineering support was provided for the 30% design review of the late Space Station Freedom Payload Control Area (PCA). The PCA was to be the payload operations control room, analogous to the Spacelab Payload Operations Control Center (POCC). This effort began with a systematic collection and refinement of the relevant requirements driving the spatial layout of the consoles and PCA. This information was used as input for specialized human factors analytical tools and techniques in the design and design analysis activities. Design concepts and configuration options were developed and reviewed using sketches, 2-D Computer-Aided Design (CAD) drawings, and immersive Virtual Reality (VR) mockups.

Hale, Joseph P., II↗

Three-Dimensional User Interfaces for Immersive Virtual Reality

The focus of this grant was to experiment with novel user interfaces for immersive Virtual Reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. Our primary test application was a scientific visualization application for viewing Computational Fluid Dynamics (CFD) datasets. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past year, and extends last year's final report of the first three years of the grant.

vanDam, Andries↗

Computer Based Training: Field Deployable Trainer and Shared Virtual Reality

Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.

Mullen, Terence J.↗

STS-96 Crew Training

The training for the crew members of the STS-96 Discovery Shuttle is presented. Crew members are Kent Rominger, Commander; Rick Husband, Pilot; Mission Specialists, Tamara Jernigan, Ellen Ochoa, and Daniel Barry; Julie Payette, Mission Specialist (CSA); and Valery Ivanovich Tokarev, Mission Specialist (RSA). Scenes show the crew sitting and talking about the Electrical Power System; actively taking part in virtual training in the EVA Training VR (Virtual Reality) Lab; using the Orbit Space Vision Training System; being dropped in water as a part of the Bail-Out Training Program; and taking part in the crew photo session.

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Visual Orientation in Unfamiliar Gravito-Inertial Environments

The goal of this project is to better understand the process of spatial orientation and navigation in unfamiliar gravito-inertial environments, and ultimately to use this new information to develop effective countermeasures against the orientation and navigation problems experienced by astronauts. How do we know our location, orientation, and motion of our body with respect to the external environment ? On earth, gravity provides a convenient "down" cue. Large body rotations normally occur only in a horizontal plane. In space, the gravitational down cue is absent. When astronauts roll or pitch upside down, they must recognize where things are around them by a process of mental rotation which involves three dimensions, rather than just one. While working in unfamiliar situations they occasionally misinterpret visual cues and experience striking "visual reorientation illusions" (VRIs), in which the walls, ceiling, and floors of the spacecraft exchange subjective identities. VRIs cause disorientation, reaching errors, trigger attacks of space motion sickness, and potentially complicate emergency escape. MIR crewmembers report that 3D relationships between modules - particularly those with different visual verticals - are difficult to visualize, and so navigating through the node that connects them is not instinctive. Crew members learn routes, but their apparent lack of survey knowledge is a concern should fire, power loss, or depressurization limit visibility. Anecdotally, experience in mockups, parabolic flight, neutral buoyancy and virtual reality (VR) simulators helps. However, no techniques have been developed to quantify individual differences in orientation and navigation abilities, or the effectiveness of preflight visual. orientation training. Our understanding of the underlying physiology - for example how our sense of place and orientation is neurally coded in three dimensions in the limbic system of the brain - is incomplete. During the 16 months that this human and animal research project has been underway, we have obtained several results that are not only of basic research interest, but which have practical implications for the architecture and layout of spacecraft interiors and for the development of astronaut spatial orientation training countermeasures.

Oman, Charles M.↗

Hypervolemia During Drinking of ISO and Hypertonic Fluids by Men at Rest and Exercise

To test the hypothesis that drink composition is more important than osmolality (osm) for maintaining and increasing plasma vol. (PV, hypervolemia) at rest and exercise (21.8C Tdb, 50% rh), 6 men (22-39 vr) underwent six treatments while sitting for 90 min (0.39 l/min) followed by 70 min of sitting ergometer exercise (2.08 l/min, 70%vO2 peak). Resting, intermittent drinking (10 ml/kg, 768 ml) beverages were: P1 (20 mEq Na+, 365 mosmol/kg), P2 (40 mEq Na+. 791 mosm), P2G (40 mEq Na+, 80 ml glycerol, 1.392 mosm). AA (157 mEq Na+, 253 mosm), and 01 and 02 (nothing). The exercise drink (10 ml/kg, 768 ml) was P1 for all experiments, except 02 (nothing). Resting % delta PV (Hb-Hct) increased (P<0.05) by 3-6% only with P2 and AA, respectively, Exercise % delta PV was + 1 to + 3% (NS) with AA, -6% to 0% (KS) with P1, P2. P2G, and 01,and 8% to -5% (P<0.05) with 02- Thus, AA with 157 mEq Na+ and the lowest osmolality maintained PV at rest and exercise, while the other beverages with low Na+ and higher osmolality (365 to 1.382 mosm) did not.

Greenleaf, J. E.↗

Bioelectric Control of a 757 Class High Fidelity Aircraft Simulation

This paper presents results of a recent experiment in fine grain Electromyographic (EMG) signal recognition, We demonstrate bioelectric flight control of 757 class simulation aircraft landing at San Francisco International Airport. The physical instrumentality of a pilot control stick is not used. A pilot closes a fist in empty air and performs control movements which are captured by a dry electrode array on the arm, analyzed and routed through a flight director permitting full pilot outer loop control of the simulation. A Vision Dome immersive display is used to create a VR world for the aircraft body mechanics and flight changes to pilot movements. Inner loop surfaces and differential aircraft thrust is controlled using a hybrid neural network architecture that combines a damage adaptive controller (Jorgensen 1998, Totah 1998) with a propulsion only based control system (Bull & Kaneshige 1997). Thus the 757 aircraft is not only being flown bioelectrically at the pilot level but also demonstrates damage adaptive neural network control permitting adaptation to severe changes in the physical flight characteristics of the aircraft at the inner loop level. To compensate for accident scenarios, the aircraft uses remaining control surface authority and differential thrust from the engines. To the best of our knowledge this is the first time real time bioelectric fine-grained control, differential thrust based control, and neural network damage adaptive control have been integrated into a single flight demonstration. The paper describes the EMG pattern recognition system and the bioelectric pattern recognition methodology.

Jorgensen, Charles↗

3D Simulation: Microgravity Environments and Applications

Most, if not all, 3-D and Virtual Reality (VR) software programs are designed for one-G gravity applications. Space environments simulations require gravity effects of one one-thousandth to one one-million of that of the Earth's surface (10(exp -3) - 10(exp -6) G), thus one must be able to generate simulations that replicate those microgravity effects upon simulated astronauts. Unfortunately, the software programs utilized by the National Aeronautical and Space Administration does not have the ability to readily neutralize the one-G gravity effect. This pre-programmed situation causes the engineer or analysis difficulty during micro-gravity simulations. Therefore, microgravity simulations require special techniques or additional code in order to apply the power of 3D graphic simulation to space related applications. This paper discusses the problem and possible solutions to allow microgravity 3-D/VR simulations to be completed successfully without program code modifications.

Hunter, Steve L.↗

Human Factors in Virtual Reality Development

This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.

Kaiser, Mary K.↗

STS-112 Crew Training Clip

Footage shows the crew of STS-112 (Jeffrey Ashby, Commander; Pamela Melroy, Pilot; David Wolf, Piers Sellers, Sandra Magnus, and Fyodor Yurchikhin, Mission Specialists) during several parts of their training. The video is arranged into short segments. In 'Topside Activities at the NBL', Wolf and Sellers are fitted with EVA suits for pool training. 'Pre-Launch Bailout Training in CCT II' shows all six crew members exiting from the hatch on a model of a shuttle orbiter cockpit. 'EVA Training in the VR Lab' shows a crew member training with a virtual reality simulator, interspersed with footage of Magnus, and Wolf with Melroy, at monitors. There is a 'Crew Photo Session', and 'Pam Melroy and Sandy Magnus at the SES Dome' also features a virtual reality simulator. The final two segments of the video involve hands-on training. 'Post Landing Egress at the FFT' shows the crew suiting up into their flight suits, and being raised on a harness, to practice rapelling from the cockpit hatch. 'EVA Prep and Post at the ISS Airlock' shows the crew assembling an empty EVA suit onboard a model of a module. The crew tests oxygen masks, and Sellers is shown on an exercise bicycle with an oxygen mask, with his heart rate monitored (not shown).

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Scientific Visualization & Modeling for Earth Systems Science Education

Providing research experiences for undergraduate students in Earth Systems Science (ESS) poses several challenges at smaller academic institutions that might lack dedicated resources for this area of study. This paper describes the development of an innovative model that involves students with majors in diverse scientific disciplines in authentic ESS research. In studying global climate change, experts typically use scientific visualization techniques applied to remote sensing data collected by satellites. In particular, many problems related to environmental phenomena can be quantitatively addressed by investigations based on datasets related to the scientific endeavours such as the Earth Radiation Budget Experiment (ERBE). Working with data products stored at NASA's Distributed Active Archive Centers, visualization software specifically designed for students and an advanced, immersive Virtual Reality (VR) environment, students engage in guided research projects during a structured 6-week summer program. Over the 5-year span, this program has afforded the opportunity for students majoring in biology, chemistry, mathematics, computer science, physics, engineering and science education to work collaboratively in teams on research projects that emphasize the use of scientific visualization in studying the environment. Recently, a hands-on component has been added through science student partnerships with school-teachers in data collection and reporting for the GLOBE Program (GLobal Observations to Benefit the Environment).

Chaudhury, S. Raj↗

Effects of Amine and Anhydride Curing Agents on the VARTM Matrix Processing Properties

To ensure successful application of composite structure for aerospace vehicles, it is necessary to develop material systems that meet a variety of requirements. The industry has recently developed a number of low-viscosity epoxy resins to meet the processing requirements associated with vacuum assisted resin transfer molding (VARTM) of aerospace components. The curing kinetics and viscosity of two of these resins, an amine-cured epoxy system, Applied Poleramic, Inc. VR-56-4 1, and an anhydride-cured epoxy system, A.T.A.R.D. Laboratories SI-ZG-5A, have been characterized for application in the VARTM process. Simulations were carried out using the process model, COMPRO, to examine heat transfer, curing kinetics and viscosity for different panel thicknesses and cure cycles. Results of these simulations indicate that the two resins have significantly different curing behaviors and flow characteristics.

Brian W Grimsley↗

International Conference on Remote Sensing Applications for Archaeological Research and World Heritage Conservation

Contents include the following: Monitoring the Ancient Countryside: Remote Sensing and GIS at the Chora of Chersonesos (Crimea, Ukraine). Integration of Remote Sensing and GIS for Management Decision Support in the Pendjari Biosphere Reserve (Republic of Benin). Monitoring of deforestation invasion in natural reserves of northern Madagascar based on space imagery. Cartography of Kahuzi-Biega National Park. Cartography and Land Use Change of World Heritage Areas and the Benefits of Remote Sensing and GIS for Conservation. Assessing and Monitoring Vegetation in Nabq Protected Area, South Sinai, Egypt, using combine approach of Satellite Imagery and Land Surveys. Evaluation of forage resources in semi-arid savannah environments with satellite imagery: contribution to the management of a protected area (Nakuru National Park) in Kenya. SOGHA, the Surveillance of Gorilla Habitat in World Heritage sites using Space Technologies. Application of Remote Sensing to monitor the Mont-Saint-Michel Bay (France). Application of Remote Sensing & GIS for the Conservation of Natural and Cultural Heritage Sites of the Southern Province of Sri Lanka. Social and Environmental monitoring of a UNESCO Biosphere Reserve: Case Study over the Vosges du Nord and Pfalzerwald Parks using Corona and Spot Imagery. Satellite Remote Sensing as tool to Monitor Indian Reservation in the Brazilian Amazonia. Remote Sensing and GIS Technology for Monitoring UNESCO World Heritage Sites - A Pilot Project. Urban Green Spaces: Modern Heritage. Monitoring of the technical condition of the St. Sophia Cathedral and related monastic buildings in Kiev with Space Applications, geo-positioning systems and GIS tools. The Murghab delta palaeochannel Reconstruction on the Basis of Remote Sensing from Space. Acquisition, Registration and Application of IKONOS Space Imagery for the cultural World Heritage site at Mew, Turkmenistan. Remote Sensing and VR applications for the reconstruction of archaeological landscapes. Archaeology through Space: Experience in Indian Subcontinent. The creation of a GIS Archaeological Site Location Catalogue in Yucatan: A Tool to preserve its Cultural Heritage. Mapping the Ancient Anasazi Roads of Southeast Utah. Remote Sensing and GIS Technology for Identification of Conservation and Heritage sites in Urban Planning. Mapping Angkor: For a new appraisal of the Angkor region. Angkor and radar imaging: seeing a vast pre-industrial low-density, dispersed urban complex. Technical and methodological aspects of archaeological CRM integrating high resolution satellite imagery. The contribution of satellite imagery to archaeological survey: an example from western Syria. The use of satellite images, digital elevation models and ground truth for the monitoring of land degradation in the "Cinque Terre" National park. Remote Sensing and GIS Applications for Protection and Conservation of World Heritage Site on the coast - Case Study of Tamil Nadu Coast, India. Multispectral high resolution satellite imagery in combination with "traditional" remote sensing and ground survey methods to the study of archaeological landscapes. The case study of Tuscany. Use of Remotely-Sensed Imagery in Cultural Landscape. Characterisation at Fort Hood, Texas. Heritage Learning and Data Collection: Biodiversity & Heritage Conservation through Collaborative Monitoring & Research. A collaborative project by UNESCO's WHC (World Heritage Center) & The GLOBE Program (Global Learning and Observations to Benefit the Environment). Practical Remote Sensing Activities in an Interdisciplinary Master-Level Space Course.

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Sensory Motor Coordination in Robonaut

As a participant of the year 2000 NASA Summer Faculty Fellowship Program, I worked with the engineers of the Dexterous Robotics Laboratory at NASA Johnson Space Center on the Robonaut project. The Robonaut is an articulated torso with two dexterous arms, left and right five-fingered hands, and a head with cameras mounted on an articulated neck. This advanced space robot, now driven only teleoperatively using VR gloves, sensors and helmets, is to be upgraded to a thinking system that can find, interact with and assist humans autonomously, allowing the Crew to work with Robonaut as a (junior) member of their team. Thus, the work performed this summer was toward the goal of enabling Robonaut to operate autonomously as an intelligent assistant to astronauts. Our underlying hypothesis is that a robot can develop intelligence if it learns a set of basic behaviors (i.e., reflexes - actions tightly coupled to sensing) and through experience learns how to sequence these to solve problems or to accomplish higher-level tasks. We describe our approach to the automatic acquisition of basic behaviors as learning sensory-motor coordination (SMC). Although research in the ontogenesis of animals development from the time of conception) supports the approach of learning SMC as the foundation for intelligent, autonomous behavior, we do not know whether it will prove viable for the development of autonomy in robots. The first step in testing the hypothesis is to determine if SMC can be learned by the robot. To do this, we have taken advantage of Robonaut's teleoperated control system. When a person teleoperates Robonaut, the person's own SMC causes the robot to act purposefully. If the sensory signals that the robot detects during teleoperation are recorded over several repetitions of the same task, it should be possible through signal analysis to identify the sensory-motor couplings that accompany purposeful motion. In this report, reasons for suspecting SMC as the basis for intelligent behavior will be reviewed. A robot control system for autonomous behavior that uses learned SMC will be proposed. Techniques for the extraction of salient parameters from sensory and motor data will be discussed. Experiments with Robonaut will be discussed and preliminary data presented.

Peters, Richard Alan, II↗