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At least 19 records

Maintenance Procedure Display: Head Mounted Display (HMD) Evaluations

A viewgraph presentation describing maintenance procedures for head mounted displays is shown. The topics include: 1) Study Goals; 2) Near Eye Displays (HMDs); 3) Design; 4) Phase I-Evaluation Methods; 5) Phase 1 Results; 6) Improved HMD Mounting; 7) Phase 2 -Evaluation Methods; 8) Phase 2 Preliminary Results; and 9) Next Steps.

Whitmore, Milrian↗

Head-mounted displays and the measurement of performance in a virtual world

The problems associated with assessing visual performance during translation and rotation in a virtual world are presented. Two studies are summarized that highlight the difficulties in defining and measuring the optical and visual variables that pilots use during the control of a craft in simulated flight. The analysis suggests that gaze line-of-sight (LOS), based on craft orientation, should be used to describe the visual information available to an observer. Head-mounted displays that utilize a headtracker provide a technology that can be used for determining an observer's LOS and generating a virtual world display. Such head-mounted displays put observers in a graphical world that exists no matter where they look.

Bennett, C. Thomas↗

Head Mounted Display with a Roof Mirror Array Fold

The present invention includes a head mounted display (HMD) worn by a user. The HMD includes a display projecting an image through an optical lens. The HMD also includes a one-dimensional retro reflective array receiving the image through the optical lens at a first angle with respect to the display and deflecting the image at a second angle different than the first angle with respect to the display. The one-dimensional retro reflective array reflects the image in order to project the image onto an eye of the user.

Olczak, Eugene↗

Research Needs for Developing Qualification Standards for Flight Simulation Training Devices with Head Mounted Displays

This presentation discusses research needs to support evidence-based qualification standards for Flight Simulation Training Devices (FSTDs) with head mounted displays (HMDs). Currently, the FAA and EASA have no qualification standards specifically for FSTDs using HMDs and extended reality (XR) visuals, and existing qualification standards may not be sufficient. Special Conditions can be prescribed for the evaluation and qualification of individual devices, but these Special Conditions need to be assessed and adjusted on a case-by-case basis resulting in an elaborate process. Furthermore, test tolerances used in Special Conditions are often based on conventional visual systems and may not be adequate. This presentation first identifies gaps in the current knowledge of using HMDs in pilot training, and, more specifically, using HMDs in the training of manual aircraft control with motion cues. Next, research is proposed to help close these gaps, inform the development of qualification criteria and tolerances, and guide efforts to update regulations. The Vertical Motion Simulator (VMS) at NASA Ames Research Center, with its large motion capability, is currently undergoing significant upgrades including a state-of-the-art out-the-window visual system. In addition, an HMD capability will be introduced to use in conjunction with the conventional visual system. With its long history of setting standards in the simulation industry, the VMS is the ultimate tool to conduct research that could help accelerate the development of standards for the use of HMDs in FSTDs. The goal of the talk is ultimately to spark a discussion about the research needs and priorities to best serve the development of new qualification standards.

XR↗

Optical See-Through Head Mounted Display Direct Linear Transformation Calibration Robustness in the Presence of User Alignment Noise

Augmented Reality (AR) is a technique by which computer generated signals synthesize impressions that are made to coexist with the surrounding real world as perceived by the user. Human smell, taste, touch and hearing can all be augmented, but most commonly AR refers to the human vision being overlaid with information otherwise not readily available to the user. A correct calibration is important on an application level, ensuring that e.g. data labels are presented at correct locations, but also on a system level to enable display techniques such as stereoscopy to function properly [SOURCE]. Thus, vital to AR, calibration methodology is an important research area. While great achievements already have been made, there are some properties in current calibration methods for augmenting vision which do not translate from its traditional use in automated cameras calibration to its use with a human operator. This paper uses a Monte Carlo simulation of a standard direct linear transformation camera calibration to investigate how user introduced head orientation noise affects the parameter estimation during a calibration procedure of an optical see-through head mounted display.

Axholt, Magnus↗

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Performance considerations for high-definition head-mounted displays

Design image-optimization for helmet-mounted displays (HMDs) for military systems is presently discussed within the framework of a systems-engineering approach that encompasses (1) a description of natural targets in the field; (2) the characteristics of human visual perception; and (3) device specifications that directly relate to these ecological and human-factors parameters. Attention is given to target size and contrast and the relationship of the modulation transfer function to image resolution.

Edwards, Oliver J.↗

Using EMG to anticipate head motion for virtual-environment applications

In virtual environment (VE) applications, where virtual objects are presented in a see-through head-mounted display, virtual images must be continuously stabilized in space in response to user's head motion. Time delays in head-motion compensation cause virtual objects to "swim" around instead of being stable in space which results in misalignment errors when overlaying virtual and real objects. Visual update delays are a critical technical obstacle for implementing head-mounted displays in applications such as battlefield simulation/training, telerobotics, and telemedicine. Head motion is currently measurable by a head-mounted 6-degrees-of-freedom inertial measurement unit. However, even given this information, overall VE-system latencies cannot be reduced under about 25 ms. We present a novel approach to eliminating latencies, which is premised on the fact that myoelectric signals from a muscle precede its exertion of force, thereby limb or head acceleration. We thus suggest utilizing neck-muscles' myoelectric signals to anticipate head motion. We trained a neural network to map such signals onto equivalent time-advanced inertial outputs. The resulting network can achieve time advances of up to 70 ms.

Clinical Trial↗

Alternative display and interaction devices

While virtual environment systems are typically thought to consist of a head mounted display and a flex-sensing glove, alternative peripheral devices are beginning to be developed in response to application requirements. Three such alternatives are discussed: fingertip sensing gloves, fixed stereoscopic viewers, and counterbalanced head mounted displays. A subset of commercial examples that highlight each alternative is presented as well as a brief discussion of interesting engineering and implementation issues.

Bolas, M. T.↗

Integrated Display and Environmental Awareness System - System Architecture Definition

The Integrated Display and Environmental Awareness System (IDEAS) is an interdisciplinary team project focusing on the development of a wearable computer and Head Mounted Display (HMD) based on Commercial-Off-The-Shelf (COTS) components for the specific application and needs of NASA technicians, engineers and astronauts. Wearable computers are on the verge of utilization trials in daily life as well as industrial environments. The first civil and COTS wearable head mounted display systems were introduced just a few years ago and they probed not only technology readiness in terms of performance, endurance, miniaturization, operability and usefulness but also maturity of practice in perspective of a socio-technical context. Although the main technical hurdles such as mass and power were addressed as improvements on the technical side, the usefulness, practicality and social acceptance were often noted on the side of a broad variety of humans' operations. In other words, although the technology made a giant leap, its use and efficiency still looks for the sweet spot. The first IDEAS project started in January 2015 and was concluded in January 2017. The project identified current COTS systems' capability at minimum cost and maximum applicability and brought about important strategic concepts that will serve further IDEAS-like system development.

Wearables↗

Tele-existence and/or cybernetic interface studies in Japan

Tele-existence aims at a natural and efficient remote control of robots by providing the operator with a real time sensation of presence. It is an advaced type of teleoperation system which enables a human operator at the controls to perform remote manipulation tasks dexterously with the feeling that he or she exists in one of the remote anthropomorphic robots in the remote environment, e.g., in a hostile environment such as those of nuclear radiation, high temperature, and deep space. In order to study the use of the tele-existence system in the artificially constructed environment, the visual tele-existence simulator has been designed, a pseudo-real-time binocular solid model robot simulator has been made, and its feasibility has been experimentally evaluated. An anthropomorphic robot mechanism with an arm having seven degrees of freedom has been designed and developed as a slave robot for feasibility experiments of teleoperation using the tele-existence method. An impedance controlled active display mechanism and a head mounted display have also been designed and developed as the display subsystem for the master. The robot's structural dimensions are set very close to those of humans.

Tachi, Susumu↗

Headphone and Head-Mounted Visual Displays for Virtual Environments

A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

Begault, Duran R.↗

Perceived orientation in physical and virtual environments: changes in perceived orientation as a function of idiothetic information available

Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.

NASA Center ARC↗

Comanche Helmet-Mounted Display Heading-Tape Simulation

The Aeroflightdynamics Directorate (AMRDEC) conducted a simulation to assess the performance associated with a Contact Analog, world-referenced heading tape as implemented on the Comanche Helmet Integrated Display Sight System (HIDSS) when compared with a Compressed heading tape similar to that specified by the former Military Standard (MIL-STD) 1295. Six experienced pilots flew three modified Aeronautical Design Standards (ADS)-33 maneuvers (Hover Turn, Bob-up, Transient Turn) and a precision traffic pattern in the NASA Vertical Motion Simulator (VMS). Analysis of the pilot objective performance data and subjective handling qualities ratings (HQRs) showed the following: Compressed symbology in the Velocity Stabilization (VelStab) flight mode generally produced the most precise performances over Contact Analog symbology with respect to the heading, altitude, position, and time criteria specified for the maneuvers tested. VelStab outperformed the Automatic Flight Control System (AFCS) on all maneuvers achieving desired performance on most maneuvers for both symbol sets. Performance in the AFCS mode was generally desirable to adequate for heading and altitude and did not meet adequate standards for hover position and time for the Hover Turn and Bob-up maneuvers. VelStab and AFCS performance were nearly the same for the Transient Turn. Pilot comments concerning the Contact Analog heading-tape implementation were generally unfavorable in spite of the achieved levels of performance. HQRs showed Compressed symbology in the VelStab flight mode produced the lowest mean HQR, encompassing mixed ratings of satisfactory handling and needing improvement. All other symbology/flight-mode combinations yielded higher HQRs, which characterized opinions that deficiencies in aircraft handling due to HMD symbology would need improvement. Contact Analog heading tape and other symbology require improvement, especially when operating in the AFCS mode. NASA-TLX rated Compressed symbology in the VelStab flight mode as the least demanding on resources, closely followed by ratings for Contact Analog in the VelStab mode. In a similar pattern, TLX ratings for maneuvers completed in the AFCS mode yielded a higher level of resource demand with even slighter differences between Contact Analog and Compressed symbology sets. Further research should be conducted where objective data and subjective HQR ratings indicate a need for improvement. The areas requiring attention are those where the symbology implementation, the flight control system, or a combination of both caused workload to reach an objectionable level where adequate performance was either difficult to achieve or unachievable. These areas are clearly identified in this report. Symbology that received negative HQR comments by a majority of pilots should also be examined. The summary of pilot comments can be found in appendix A. Additional simulation trials should be considered to address the identified issues.

Turpin, Terry↗

2022 Innovation Fair - Simulation Facility to Develop Synchronization Standards for VR Visuals and Motion

Integrating Virtual Reality into the Vertical Motion Simulator for research into the future of simulation and flight To create software and hardware for integration of a Virtual Reality (VR) Head Mounted Display (HMD) into the Ames Vertical Motion Simulator for the purpose of developing and utilizing an empirical human-in-the-loop (HITL) testing method to determine spatial and temporal registration thresholds required for aligning VR Visuals with platform base motion.

Innovation Fair↗

Wide-Field-of-View, High-Resolution, Stereoscopic Imager

A device combines video feeds from multiple cameras to provide wide-field-of-view, high-resolution, stereoscopic video to the user. The prototype under development consists of two camera assemblies, one for each eye. One of these assemblies incorporates a mounting structure with multiple cameras attached at offset angles. The video signals from the cameras are fed to a central processing platform where each frame is color processed and mapped into a single contiguous wide-field-of-view image. Because the resolution of most display devices is typically smaller than the processed map, a cropped portion of the video feed is output to the display device. The positioning of the cropped window will likely be controlled through the use of a head tracking device, allowing the user to turn his or her head side-to-side or up and down to view different portions of the captured image. There are multiple options for the display of the stereoscopic image. The use of head mounted displays is one likely implementation. However, the use of 3D projection technologies is another potential technology under consideration, The technology can be adapted in a multitude of ways. The computing platform is scalable, such that the number, resolution, and sensitivity of the cameras can be leveraged to improve image resolution and field of view. Miniaturization efforts can be pursued to shrink the package down for better mobility. Power savings studies can be performed to enable unattended, remote sensing packages. Image compression and transmission technologies can be incorporated to enable an improved telepresence experience.

Prechtl, Eric F.↗

Underwater Virtual Reality System for Neutral Buoyancy Training: Development and Evaluation

During terrestrial activities, sensation of pressure on the skin and tension in muscles and joints provides information about how the body is oriented relative to gravity and how the body is moving relative to the surrounding environment. In contrast, in aquatic environments when suspended in a state of neutral buoyancy, the weight of the body and limbs is offloaded, rendering these cues uninformative. It is not yet known how this altered sensory environment impacts virtual reality experiences. To investigate this question, we converted a full-face SCUBA mask into an underwater head-mounted display and developed software to simulate jetpack locomotion outside the International Space Station. Our goal was to emulate conditions experienced by astronauts during training at NASA's Neutral Buoyancy Lab. A user study was conducted to evaluate both sickness and presence when using virtual reality in this altered sensory environment. We observed an increase in nausea related symptoms underwater, but we cannot conclude that this is due to VR use. Other measures of sickness and presence underwater were comparable to measures taken above water. We conclude with suggestions for improved underwater VR systems and improved methods for evaluation of these systems based on our experience.

Simulation↗

Performance Support Tools for Space Medical Operations

The early Constellation space missions are expected to have medical capabilities very similar to those currently on the Space Shuttle and International Space Station (ISS). For Crew Exploration Vehicle (CEV) missions to ISS, medical equipment will be located on ISS, and carried into CEV in the event of an emergency. Flight Surgeons (FS) on the ground in Mission Control will be expected to direct the Crew Medical Officer (CMO) during medical situations. If there is a loss of signal and the crew is unable to communicate with the ground, a CMO would be expected to carry out medical procedures without the aid of a FS. In these situations, performance support tools can be used to reduce errors and time to perform emergency medical tasks. Human factors personnel at Johnson Space Center have recently investigated medical performance support tools for CMOs on-orbit, and FSs on the ground. This area of research involved the feasibility of Just-in-time (JIT) training techniques and concepts for real-time medical procedures. In Phase 1, preliminary feasibility data was gathered for two types of prototype display technologies: a hand-held PDA, and a Head Mounted Display (HMD). The PDA and HMD were compared while performing a simulated medical procedure using ISS flight-like medical equipment. Based on the outcome of Phase 1, including data on user preferences, further testing was completed using the PDA only. Phase 2 explored a wrist-mounted PDA, and compared it to a paper cue card. For each phase, time to complete procedures, errors, and user satisfaction were captured. Information needed by the FS during ISS mission support, especially for an emergency situation (e.g. fire onboard ISS), may be located in many different places around the FS s console. A performance support tool prototype is being developed to address this issue by bringing all of the relevant information together in one place. The tool is designed to include procedures and other information needed by a FS during an emergency, as well as procedures and information to be used after the emergency is resolved. Several walkthroughs of the prototype with FSs have been completed within a mockup of an ISS FS console. Feedback on the current tool design as well as recommendations for existing ISS FS displays were captured.

Byrne, Vicky E.↗