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At least 163 records · Page 9

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↗

Using Virtual Reality to Envision Deployment of Spacesuit-Compatible Augmented Reality Displays for Lunar Surface Operations

The National Aeronautics and Space Administration (NASA) will soon land crew on the lunar surface to establish a sustainable presence and develop operational concepts for future long-duration missions. New technologies will be necessary to extend planning and execution capabilities for lunar surface activities. The Joint Augmented Reality Visual Informatics System (Joint AR) at NASA Johnson Space Center (JSC) is one such technology. Joint AR is a suit-mounted augmented reality (AR) display and compute system which facilitates unprecedented information exchange and data visualization capabilities between mission support operators and suited crew. This paper describes challenges associated with developing an AR technology for an envisioned work domain by applying a sociotechnical lens to the iterative testing and development of novel AR technology through virtual reality (VR). A foundational VR testbed was established, providing a high-fidelity approximation of the lunar surface and enabling testing of envisioned AR system features in parallel with real world product development. Using this environment, a series of human-in-the-loop experiments were conducted using VR to deploy a notional AR system supporting use cases envisioned for lunar exploration extravehicular activity (xEVA). Our findings indicate VR is a powerful and immersive tool for testing capabilities which extend beyond the limitations of current AR technology. Our VR testbed enables early testing of proposed system features, advancing identification of high-value features and driving present-day development of Joint AR. Future work directions are discussed, including lessons learned and a roadmap for an iterative research and development approach applying VR (among other testbeds) to accelerate Joint AR system maturation.

Augmented reality↗

Experimental Internet Environment Software Development

Geographically distributed project teams need an Internet based collaborative work environment or "Intranet." The Virtual Research Center (VRC) is an experimental Intranet server that combines several services such as desktop conferencing, file archives, on-line publishing, and security. Using the World Wide Web (WWW) as a shared space paradigm, the Graphical User Interface (GUI) presents users with images of a lunar colony. Each project has a wing of the colony and each wing has a conference room, library, laboratory, and mail station. In FY95, the VRC development team proved the feasibility of this shared space concept by building a prototype using a Netscape commerce server and several public domain programs. Successful demonstrations of the prototype resulted in approval for a second phase. Phase 2, documented by this report, will produce a seamlessly integrated environment by introducing new technologies such as Java and Adobe Web Links to replace less efficient interface software.

Maddux, Gary A.↗

Plant Habitat 04 Citizen Outreach: The Space Chile Grow a Pepper Plant Challenge (2020-2021)

The Space Chile Grow a Pepper Plant Challenge (SCGAPPC) is a citizen outreach activity performed in conjunction with NASA technical demonstration, Plant Habitat (PH)-04 which grew a New Mexico chile pepper as the first fruit in the Advanced Plant Habitat (APH). Growing a related pepper variety from Chimayo, New Mexico, the activity tasked citizen “Space Farmers” to grow a pepper plant indoors, at home, or in controlled environments to document the details of growth, and search for solutions to growing consistently productive and flavorful peppers under these conditions. Launched in February of 2020, a scientist on the PH04 team shared an introduction on social media to provide information about the activity and instructions on how to participate. Each space farmer received an envelopecontaining seeds and a mission sticker. They conducted their own pepper growth trials to record environment and horticultural data and submit one pepper to the University of New Mexico for capsaicin analysis. This activity was available online at the onset of the COVID-19 shutdown. During 2020-2021, over 1,800 envelopes were mailed across the globe, tens of thousands of seed pouches were shared, the SCGAPPC was featured during a virtual Growing Beyond Earth Educator Workshop with the challenge of becoming a critical part of that program when students were working remotely. Citizen space farmers around the world contributed to space biology and crop production research while learning about CE agriculture. Members of the space biology community volunteered participation, skills, and interaction. An online community page provided a format for scientists, and the general publicto interact. A portion of data was documented in an online database. The primary outcome served to inform the publicabout NASA space crop production, while creating a channel to share experiences and compare results from a singlecrop growing under varying controlled environments.

Jacob Torres↗

Spacecraft Alignment Determination and Control for Dual Spacecraft Precision Formation Flying

Many proposed formation flying missions seek to advance the state of the art in spacecraft science imaging by utilizing precision dual spacecraft formation flying to enable a virtual space telescope. Using precision dual spacecraft alignment, very long focal lengths can be achieved by locating the optics on one spacecraft and the detector on the other. Proposed science missions include astrophysics concepts with spacecraft separations from 1000 km to 25,000 km, such as the Milli-Arc-Second Structure Imager (MASSIM) and the New Worlds Observer, and Heliophysics concepts for solar coronagraphs and X-ray imaging with smaller separations (50m 500m). All of these proposed missions require advances in guidance, navigation, and control (GNC) for precision formation flying. In particular, very precise astrometric alignment control and estimation is required for precise inertial pointing of the virtual space telescope to enable science imaging orders of magnitude better than can be achieved with conventional single spacecraft instruments. This work develops design architectures, algorithms, and performance analysis of proposed GNC systems for precision dual spacecraft astrometric alignment. These systems employ a variety of GNC sensors and actuators, including laser-based alignment and ranging systems, optical imaging sensors (e.g. guide star telescope), inertial measurement units (IMU), as well as micro-thruster and precision stabilized platforms. A comprehensive GNC performance analysis is given for Heliophysics dual spacecraft PFF imaging mission concept.

Formation flying↗

Wrap-Around Worlds

Flogiston Corporation was included in Spinoff 1992 for its stress reducing chair based on data from NASA's Anthropometric Source Book. Now, under a NASA SBIR (Small Business Innovative Research), Flogiston developed a new form of immersion in virtual and video spaces called Neutral Immersion. The technology is called Flostation and is the commercial spinoff from the astronaut training system. Motorola purchased the first Flostation for testing and demonstrating a new warping chip it is developing.

Source record↗

Spacecraft Alignment Determination and Control for Dual Spacecraft Precision Formation Flying

Many proposed formation flying missions seek to advance the state of the art in spacecraft science imaging by utilizing precision dual spacecraft formation flying to enable a virtual space telescope. Using precision dual spacecraft alignment, very long focal lengths can be achieved by locating the optics on one spacecraft and the detector on the other. Proposed science missions include astrophysics concepts with spacecraft separations from 1000 km to 25,000 km, such as the Milli-Arc-Second Structure Imager (MASSIM) and the New Worlds Observer, and Heliophysics concepts for solar coronagraphs and X-ray imaging with smaller separations (50m-500m). All of these proposed missions require advances in guidance, navigation, and control (GNC) for precision formation flying. In particular, very precise astrometric alignment control and estimation is required for precise inertial pointing of the virtual space telescope to enable science imaging orders of magnitude better than can be achieved with conventional single spacecraft instruments. This work develops design architectures, algorithms, and performance analysis of proposed GNC systems for precision dual spacecraft astrometric alignment. These systems employ a variety of GNC sensors and actuators, including laser-based alignment and ranging systems, optical imaging sensors (e.g. guide star telescope), inertial measurement units (IMU), as well as microthruster and precision stabilized platforms. A comprehensive GNC performance analysis is given for Heliophysics dual spacecraft PFF imaging mission concept.

Virtual Telescope↗

Cognitive factors associated with immersion in virtual environments

Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

Psotka, Joseph↗

New Web Server - the Java Version of Tempest - Produced

A new software design and development effort has produced a Java (Sun Microsystems, Inc.) version of the award-winning Tempest software (refs. 1 and 2). In 1999, the Embedded Web Technology (EWT) team received a prestigious R&D 100 Award for Tempest, Java Version. In this article, "Tempest" will refer to the Java version of Tempest, a World Wide Web server for desktop or embedded systems. Tempest was designed at the NASA Glenn Research Center at Lewis Field to run on any platform for which a Java Virtual Machine (JVM, Sun Microsystems, Inc.) exists. The JVM acts as a translator between the native code of the platform and the byte code of Tempest, which is compiled in Java. These byte code files are Java executables with a ".class" extension. Multiple byte code files can be zipped together as a "*.jar" file for more efficient transmission over the Internet. Today's popular browsers, such as Netscape (Netscape Communications Corporation) and Internet Explorer (Microsoft Corporation) have built-in Virtual Machines to display Java applets.

York, David W.↗

The Many Worlds of Transition Research.

The transition from laminar to turbulent flow in a boundary layer is a complex phenomenon that may take different routes, each involving distinct stages governed by different, often not-yet unraveled dynamical principles. There are, surprisingly, questions concerning virtually every stage in the process, beginning with receptivity to external disturbances, the linear stability of spatially developing flows, different possible nonlinear end games, the formation and propagation of turbulent spots and the emergence of fully developed turbulent flow. There seems no doubt that the flow has to be seen as a forced, nonlinear spatio-temporal system, but the system is so complex that to extract simple insights is still very difficult.

Narasimha, R.↗

3D Graphics Through the Internet: A "Shoot-Out"

3D graphics through the Internet needs to move beyond the current lowest common denominator of pre-computed movies, which consume bandwidth and are non-interactive. Panelists will demonstrate and compare 3D graphical tools for accessing, analyzing, and collaborating on information through the Internet and World-wide web. The "shoot-out" will illustrate which tools are likely to be the best for the various types of information, including dynamic scientific data, 3-D objects, and virtual environments. The goal of the panel is to encourage more effective use of the Internet by encouraging suppliers and users of information to adopt the next generation of graphical tools.

Watson, Val↗

High-power graphic computers for visual simulation: a real-time--rendering revolution

Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.

NASA Discipline Space Human Factors↗

The NASA Multi-Messenger Astrophysics Science Support Center (MOSSAIC)*

The era of multi-messenger astrophysics has arrived, leading to key new discoveries and revealing a need for coordination, collab-oration, and communication between world-wide communities using ground and space-based facilities. To fill these critical needs,NASA’s Goddard Space Flight Center and Marshall Space Flight Center are jointly proposing to establish a virtual Multi-MessengerAstrophysics Science Support Center that focuses entirely on community-directed services. In this article, we describe the baselineplan for the virtual Support Center which will position the community and NASA as an Agency to extract maximum science frommulti-messenger events, leading to new breakthroughs and fostering increased coordination and collaboration.

R M Sambruna↗

Bridging Two Worlds: From the Archean to the Proterozoic

As now known, the Archean and Proterozoic appear to have been different worlds: the geology (tectonic style, basinal distribution, dominant rock types), atmospheric composition (O2, CO21, CH4), and surface environment (day-length, solar luminosity, ambient temperature) all appear to have changed over time. And virtually all paleobiologic indicators can be interpreted as suggesting there were significant biotic differences as well: (1) Stromatolites older than 2.5 Ga are rare relative to those of the Proterozoic; their biotic components are largely unknown; and the biogenicity of those older than approx. 3.2 Ga has been questioned. (2) Bona fide microfossils older than approx. 2.4 Ga are rare, poorly preserved, and of uncertain biological relations. Gaps of hundreds of millions of years in the known record make it impossible to show that Archean microorganisms are definitely part of the 2.4 Ga-to-present evolutionary continuum. and (3) In rocks older than approx. 2.2 Ga, the sulfur isotopic record is subject to controversy; phylogenetically distinctive bio-markers are unknown; and nearly a score of geologic units contain organic carbon anomalously light isotopically (relative to that of the Proterozoic and Phanerozoic) that may reflect the presence of Archaeans ("Archaebacteria of earlier classifications) but may not (since cellularly preserved Archean-age Archaeans have never been identified).

Schopf, J. William↗

Virtual Observatory Science Applications

Many Virtual-Observatory-based applications are now available to astronomers for use in their research. These span data discovery, access, visualization and analysis. Tools can quickly gather and organize information from sites around the world to help in planning a response to a gamma-ray burst, help users pick filters to isolate a desired feature, make an average template for z=2 AGN, select sources based upon information in many catalogs, or correlate massive distributed databases. Using VO protocols, the reach of existing software tools and packages can be greatly extended, allowing users to find and access remote information almost as conveniently as local data. The talk highlights just a few of the tools available to scientists, describes how both large and small scale projects can use existing tools, and previews some of the new capabilities that will be available in the next few years.

McGlynn, Tom↗

Virtual International Satellite Training Experiences for Weather, Marine, Climate, and Environmental Applications

Since January 2020, National Oceanic and Atmospheric Administration, its Cooperative Institutes, and international partners provided over 15,000 hours of virtual satellite focused on user engagement. The training provides and guides users to analyze a large variety of satellite data for weather, climate, and environmental applications and decision support. The training team reached users in over 50 countries via monthly Regional Focus Group and special topic sessions, World Meteorological Organization Regional Association III and IV Workshops, and American Meteorological Society Short Courses. The training sessions were offered in both English and Spanish covering such themes as GOES-R, JPSS and other satellite capabilities, data access using GEONET Cast, data display, and user applications. The training also emphasized the operational application of satellite observations for cross-disciplinary topics like heavy rain and hail events, aviation hazards, fire and smoke detection, volcanic eruptions and ash monitoring, climate indices, monitoring coral reef health, and in tsunami preparedness. The presentation will highlight the methods used and challenges posed by the various training approaches and future modifications to adapt to the virtual environment during training sessions planned for the next year.

Satellite Training↗

NASA Capacity Building Program Intern Team Findings Final Report

NASA’s Capacity Building Program (CBP) provides individuals and institutions with workforce development, training activities, and collaborative projects to strengthen understanding of Earth observations and expand their use around the world. The team of eight interns set out this summer to work with CBP leadership to explore opportunities & innovations and identify process improvements within the program. For the 10-week summer term, the interns virtually assembled from Washington, Montana, Virginia, Maine, and Puerto Rico to collaborate on this project. The work was divided into four sub-projects: Data Analysis, Communications, Web Development and Strategy.

Grace Finstrom↗

[ ] or SUCCESS is Not Enough: Current Technology and Future Directions in Proof Presentation

Automated theorem provers for first order logic are now around for several decades. Over the last few years, their deductive power to solve hard problems has increased tremendously. The annual CASC system competitions [Se97] give a clear picture of this situation. However, today's automated theorem provers are restricted "more by general usability than by raw deductive power." As a result of this, there are only very few serious applications of automated theorem provers. There are numerous features which a theorem prover lacks for real-world applicability. An automated theorem prover (as it is currently seen) is nothing more than a fast and elaborate search procedure. In that sense, an ATP can compared to a formulated race car, cool and fast, but virtually unusable for shopping groceries around the corner. Many important features are missing, or are optimized for speed rather than for applicability. [Schol] identifies important features which are needed for practical usability like detection of non-theorems, handling of modal/inductive proof tasks, control of the prover, and proof output. In this paper, we will focus solely on the last point, the presentation of the ATP's result to the user. In the rest of this paper, we will first discuss the general importance of providing feedback to the user, then we will describe the system ExplainIt!, a part of the deductive synthesis system AMPHION/NAV. In the conclusions we will relate proof presentation to other ways of post-processing a proof found by an ATP and stress their role in the future of automated deduction.

Schumann, Johann↗