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Holographic Rovers: Augmented Reality and the Microsoft HoloLens

Augmented Reality is an emerging field in technology, and encompasses Head Mounted Displays, smartphone apps, and even projected images. HMDs include the Meta 2, Magic Leap, Avegant Light Field, and the Microsoft HoloLens, which is evaluated specifically. The Microsoft HoloLens is designed to be used as an AR personal computer, and is being optimized with that goal in mind. Microsoft allied with the Unity3D game engine to create an SDK for interested application developers that can be used in the Unity environment.

augmented reality

Optical matrix-matrix multiplication method demonstrated by the use of a multifocus hololens

A method of optical matrix-matrix multiplication is presented. The feasibility of the method is also experimentally demonstrated by the use of a dichromated-gelatin multifocus holographic lens (hololens). With the specific values of matrices chosen, the average percentage error between the theoretical and experimental data of the elements of the output matrix of the multiplication of some specific pairs of 3 x 3 matrices is 0.4 percent, which corresponds to an 8-bit accuracy.

Liu, H. K.

Large-memory real-time multichannel multiplexed pattern recognition

The principle and experimental design of a real-time multichannel multiplexed optical pattern recognition system via use of a 25-focus dichromated gelatin holographic lens (hololens) are described. Each of the 25 foci of the hololens may have a storage and matched filtering capability approaching that of a single-lens correlator. If the space-bandwidth product of an input image is limited, as is true in most practical cases, the 25-focus hololens system has 25 times the capability of a single lens. Experimental results have shown that the interfilter noise is not serious. The system has already demonstrated the storage and recognition of over 70 matched filters - which is a larger capacity than any optical pattern recognition system reported to date.

Gregory, D. A.

Optical multiple object tracking techniques

Two multichannel multiple-object tracking techniques are reviewed. In the diffraction grating technique, the input scene is picked up by a TV camera and imaged onto a liquid-crystal light valve (LCLV), and the output side of the light valve is illuminated with a suitably polarized and collimated coherent laser beam to yield a reflected beam with polarization modulated according to the intensity of the incoherent input. This reflected beam passes through a beam splitter cube and an analyzer, resulting in an intensity modulated coherent image. An array of spectrum islands containing the information of the input appears after crossing a contact screen/lens combination. In the multiple-focus hololens technique, the scene of moving objects is sent into the LCTVSLM through a camera; a collimated laser beam is incident upon the LCTV screen; a low-pass filter is inserted between the LCTVSLM and the hololens for the removal of the high order diffractions due to the grid structure of the LCTV. The feasibility of the LCTVSLM and multiple-focus hololens technique is demonstrated.

Liu, Hua-Kuang

Real-time optical multiple object recognition and tracking system and method

System for optically recognizing and tracking a plurality of objects within a field of vision. Laser (46) produces a coherent beam (48). Beam splitter (24) splits the beam into object (26) and reference (28) beams. Beam expanders (50) and collimators (52) transform the beams (26, 28) into coherent collimated light beams (26', 28'). A two-dimensional SLM (54), disposed in the object beam (26'), modulates the object beam with optical information as a function of signals from a first camera (16) which develops X and Y signals reflecting the contents of its field of vision. A hololens (38), positioned in the object beam (26') subsequent to the modulator (54), focuses the object beam at a plurality of focal points (42). A planar transparency-forming film (32), disposed with the focal points on an exposable surface, forms a multiple position interference filter (62) upon exposure of the surface and development processing of the film (32). A reflector (53) directing the reference beam (28') onto the film (32), exposes the surface, with images focused by the hololens (38), to form interference patterns on the surface. There is apparatus (16', 64) for sensing and indicating light passage through respective ones of the positions of the filter (62), whereby recognition of objects corresponding to respective ones of the positions of the filter (62) is affected. For tracking, apparatus (64) focuses light passing through the filter (62) onto a matrix of CCD's in a second camera (16') to form a two-dimensional display of the recognized objects.

Chao, Tien-Hsin

VECTR: Virtual Environment Computational Training Resource

The Westridge Middle School Curriculum and Community Night is an annual event designed to introduce students and parents to potential employers in the Central Florida area. NASA participated in the event in 2017, and has been asked to come back for the 2018 event on January 25. We will be demonstrating our Microsoft Hololens Virtual Rovers project, and the Virtual Environment Computational Training Resource (VECTR) virtual reality tool.

Augmented Reality

Optical memory development. Volume 1: prototype memory system

The design, development, and implementation of a prototype, partially populated, million bit read-write holographic memory system using state-of-the-art components are described. The system employs an argon ion laser, acoustooptic beam deflectors, a holographic beam splitter (hololens), a nematic liquid crystal page composer, a photoconductor-thermoplastic erasable storage medium, a silicon P-I-N photodiode array, with lenses and electronics of both conventional and custom design. Operation of the prototype memory system was successfully demonstrated. Careful attention is given to the analysis from which the design criteria were developed. Specifications for the major components are listed, along with the details of their construction and performance. The primary conclusion resulting from this program is that the basic principles of read-write holographic memory system are well understood and are reducible to practice.

Cosentino, L. S.

Optical storage in lithium niobate

Holographic storage and retrieval using photorefractive media (electro-optic ferroelectric materials), particularly iron-doped lithium niobate with its enhanced sensitivity, are discussed. Refractive index changes induced by exposure to light render the materials useful for read-write memories and read-write memory simulation. Resolution, dark storage time, write and erase times, reversibility, and noise levels of the materials are examined. The laser source, deflection system, hololens, page composer, and detector array of the holographic memory system are described. High SNR and two orders of magnitude improvement in speed are reported over earlier experimental prototypes, but the system is still too slow to meet practical needs.

Alphonse, G. A.

Real-time optical multiple object recognition and tracking system and method

The invention relates to an apparatus and associated methods for the optical recognition and tracking of multiple objects in real time. Multiple point spatial filters are employed that pre-define the objects to be recognized at run-time. The system takes the basic technology of a Vander Lugt filter and adds a hololens. The technique replaces time, space and cost-intensive digital techniques. In place of multiple objects, the system can also recognize multiple orientations of a single object. This later capability has potential for space applications where space and weight are at a premium.

Chao, Tien-Hsin

Real-time optical holographic tracking of multiple objects

A coherent optical correlation technique for real-time simultaneous tracking of several different objects making independent movements is described, and experimental results are presented. An evaluation of this system compared with digital computing systems is made. The real-time processing capability is obtained through the use of a liquid crystal television spatial light modulator and a dichromated gelatin multifocus hololens. A coded reference beam is utilized in the separation of the output correlation plane associated with each input target so that independent tracking can be achieved.

Chao, Tien-Hsin

Incorporating Speech Recognition into a Natural User Interface

The Augmented/ Virtual Reality (AVR) Lab has been working to study the applicability of recent virtual and augmented reality hardware and software to KSC operations. This includes the Oculus Rift, HTC Vive, Microsoft HoloLens, and Unity game engine. My project in this lab is to integrate voice recognition and voice commands into an easy to modify system that can be added to an existing portion of a Natural User Interface (NUI). A NUI is an intuitive and simple to use interface incorporating visual, touch, and speech recognition. The inclusion of speech recognition capability will allow users to perform actions or make inquiries using only their voice. The simplicity of needing only to speak to control an on-screen object or enact some digital action means that any user can quickly become accustomed to using this system. Multiple programs were tested for use in a speech command and recognition system. Sphinx4 translates speech to text using a Hidden Markov Model (HMM) based Language Model, an Acoustic Model, and a word Dictionary running on Java. PocketSphinx had similar functionality to Sphinx4 but instead ran on C. However, neither of these programs were ideal as building a Java or C wrapper slowed performance. The most ideal speech recognition system tested was the Unity Engine Grammar Recognizer. A Context Free Grammar (CFG) structure is written in an XML file to specify the structure of phrases and words that will be recognized by Unity Grammar Recognizer. Using Speech Recognition Grammar Specification (SRGS) 1.0 makes modifying the recognized combinations of words and phrases very simple and quick to do. With SRGS 1.0, semantic information can also be added to the XML file, which allows for even more control over how spoken words and phrases are interpreted by Unity. Additionally, using a CFG with SRGS 1.0 produces a Finite State Machine (FSM) functionality limiting the potential for incorrectly heard words or phrases. The purpose of my project was to investigate options for a Speech Recognition System. To that end I attempted to integrate Sphinx4 into a user interface. Sphinx4 had great accuracy and is the only free program able to perform offline speech dictation. However it had a limited dictionary of words that could be recognized, single syllable words were almost impossible for it to hear, and since it ran on Java it could not be integrated into the Unity based NUI. PocketSphinx ran much faster than Sphinx4 which would've made it ideal as a plugin to the Unity NUI, unfortunately creating a C# wrapper for the C code made the program unusable with Unity due to the wrapper slowing code execution and class files becoming unreachable. Unity Grammar Recognizer is the ideal speech recognition interface, it is flexible in recognizing multiple variations of the same command. It is also the most accurate program in recognizing speech due to using an XML grammar to specify speech structure instead of relying solely on a Dictionary and Language model. The Unity Grammar Recognizer will be used with the NUI for these reasons as well as being written in C# which further simplifies the incorporation.

Chapa, Nicholas

The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

Little, William

Medics: Medical Decision Support System for Long-Duration Space Exploration

The Autonomous Medical Operations (AMO) group at NASA Ames is developing a “medical decision support system” to enable astronauts on long-duration exploration missions to operate autonomously. The system will support clinical actions by providing medical interpretation advice and procedural recommendations during emergent care and clinical work performed by crew. The current state of development of the system, called MedICS (Medical Interpretation Classification and Segmentation) includes two separate aspects: a set of machine learning diagnostic models trained to analyze organ images and patient health records, and an interface to ultrasound diagnostic hardware and to medical repositories. Three sets of images of different organs and medical records were utilized for training machine learning models for various analyses, as follows: 1. Pneumothorax condition (collapsed lung). The trained model provides a positive or negative diagnosis of the condition. 2. Carotid artery occlusion. The trained model produces a diagnosis of 5 different occlusion levels (including “normal”). 3. Ocular retinal images. The model extracts optic disc pixels (image segmentation). This is a precursor step for advanced autonomous fundus clinical evaluation algorithms to be implemented in FY20. 4. Medical health records. The model produces a differential diagnosis for any particular individual, based on symptoms and other health and demographic information. A probability is calculated for each of 25 most common conditions. The same model provides the likelihood of survival. All results are provided with a confidence level. Item 1 images were provided by the US Army and were part of a data set for the clinical treatment of injured battlefield soldiers. This condition is relevant to possible space mishaps, due to pressure management issues. Item 2 images were provided by Houston Methodist Hospital, and item 3 health records were acquired from the MIT laboratory of computational physiology. The machine learning technology utilized is deep multilayer networks (Deep Learning), and new models will continue to be produced, as relevant data is made available and specific health needs of astronaut crews are identified. The interfacing aspects of the system include a GUI for running the different models, and retrieving and storing data, as well as support for integration with an augmented reality (AR) system deployed at JSC by Tietronix Software Inc. (HoloLens). The AR system provides guidance for the placement of an ultrasound transducer that captures images to be sent to the MedICS system for diagnosis. The image captured and the associated diagnosis appear in the technician’s AR visual display.

Colombano, Silvano

X-HAB 2020: AR Field Treks Summary and Conclusions

As part of the FY20 X-Hab Challenge, BLiSS sought to create an Augmented Reality (AR) toolkit to help with analog field trek operations under the supervision of the Solar System Exploration Research Virtual Institute (SSERVI). These treks are operational and technical demonstrations at space-like destinations on Earth to test current extra-vehicular activity (EVA) techniques. While BLiSS as an organization has experience studying operational tasks such as this, it has never developed AR software at this scale. For that reason, another team at the University was brought on to work in parallel. The Collaborative Lab for Advancing Work in Space (CLAWS) is a veteran group of the NASA Spacesuit User Interface Technologies for Students (SUITS) challenge in which Hololens displays for astronauts are created within a year. The operational and technological pairing was ideally suited for tackling this problem. The team divided its responsibilities so that BLiSS would handle the research required to shape the project. As this deliverable had an end user, it was decided that interviewing these field geologists and operations specialists would provide the best insight. These interviews paired with literature review would reveal niche applications for AR that remained within feasible bounds. These science-driven EVAs in unknown terrain require more flexible tools than the current generation of EVA assistants. Rather than focus on sequential instructions, there instead needs to be a broad toolkit that's only called upon in specific instances. This AR Toolkit for Lunar Astronauts and Scientists (ATLAS) became the development goal of the project: create a non-intrusive assembly of tools that could be accessed in AR on the field. The current ATLAS design makes use of a geospatially and temporally annotated eld note system called GeoNotes. This allows for data to be collected and coordinated in a way that's synchronized across time, space, and different users. A Mission Control Center (MCC) and Mobile Support Equipment (MSE) were all needed to transport the AR headset into the field with the user. A network infrastructure was designed and set up within the University to enable this functionality. The software is based on a Protocol-Module structure that allows for modular development of each capability. A Protocol Manager coordinates different protocols that make use of modules. Each module tackles a different individual task while the protocol puts each one to use. The protocol manager coordinates when these are called to be used. This software is hosted on a head-mounted display (HMD) with the MCC acting as support from afar. While the software would be unit-tested at each level and each hardware component verified, a final demonstration would serve to prove the system's capabilities: an analog field trek. The team would prepare to support a user in a remote location from the MCC back at the University. A local area near campus would be tested before going out to do sample field geology further away. This unfortunately became impossible with the arrival of COVID-19. Access to all of the facilities to complete the project as planned were shut down. Our team was scattered across the globe and forced to complete the rest virtually. Adjustments were made to produce a small virtual concept in Adobe XD in the meantime. Even digital surveys were created based on the NASA task-load index (TLX) originally intended for testing actual users. The goal shifted towards completing software and getting feedback on the user interfaces (UI) and user experiences (UX). This team has reformed in response to COVID and its focus has shifted to what can be done remotely. There is still an intention to finish the original deliverable described in this report. The work has been expanded beyond the original X-Hab challenge and has instead become its own research e ort to be continued afterwards. This report collects the processes and knowledge gained from a year of studying and working at this problem with two teams. It should preserve it for the time until the world returns to normal and work can resume. CLAWS will be taking over full responsibility from that point forward, eventually surpassing the original needs of the project. While this document captures the work done towards an eventual end, the CLAWS team has written their own proposal alongside it. It outlines a new future for ATLAS beyond X-Hab, BLiSS, and hopefully beyond COVID-19. This project began as a vague goal hoping to place a new technology into the unique setting of exploration science. The project has since comfortably taken root and will hopefully bloom over the next year.

Alex Sena