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At least 19 records

Immersive Environment Technologies for Mars Exploration

JPL's charter includes the unmanned exploration of the Solar System. One of the tools for exploring other planets is the rover as exemplified by Sojourner on the Mars Pathfinder mission. The light speed turnaround time between Earth and the outer planets precludes the use of teleoperated rovers so autonomous operations are built in to the current and upcoming generation devices. As the level of autonomy increases, the mode of operations shifts from low-level specification of activities to a higher-level specification of goals. To support this higher-level activity, it is necessary to provide the operator with an effective understanding of the in-situ environment and also the tools needed to specify the higher-level goals. Immersive environments provide the needed sense of presence to achieve this goal. Use of immersive environments at JPL has two main thrusts that will be discussed in this talk. One is the generation of 3D models of the in-situ environment, in particular the merging of models from different sensors, different modes (orbital, descent, and lander), and even different missions. The other is the use of various tools to visualize the environment within which the rover will be operating to maximize the understanding by the operator. A suite of tools is under development which provide an integrated view into the environment while providing a variety of modes of visualization. This allows the operator to smoothly switch from one mode to another depending on the information and presentation desired.

Wright, John R.↗

Immersive environment technologies for planetary exploration with applications for mixed reality

Immersive environments are successfully being used to support mission operations at JPL. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover. Results and operational experiences with these tools are being incorporated into the development of the second generation of mission planning tools.

visualization rover system ground system Mars imme↗

Development of Techniques for Visualization of Scalar and Vector Fields in the Immersive Environment

Visualization of scalar and vector fields in the immersive environment (CAVE - Cave Automated Virtual Environment) is important for its application to radiation shielding research at NASA Langley Research Center. A complete methodology and the underlying software for this purpose have been developed. The developed software has been put to use for the visualization of the earth s magnetic field, and in particular for the study of the South Atlantic Anomaly. The methodology has also been put to use for the visualization of geomagnetically trapped protons and electrons within Earth's magnetosphere.

Bidasaria, Hari B.↗

3D Stereo Immersive Environment Utilizing Mobile Devices / Peripherals

This project expands upon some of the FY23 IRAD funded "Full Lunar Surface Simulation Platform" (FLS-SP) derived technologies. The results have demonstrated a low-cost, compact, immersive technology that supports training, interaction, mission planning, and other man-in-loop activities in simulated environments called “3D Stereo Immersion Environment Utilizing Mobile Devices” (3D SIEUMD). These activities will become crucial for safety and mission, planning, and assurance in the Artemis program, as well as future commercial crew programs. The FLS-SP enabled the visualization of simulated lunar surface operations for rovers, landers, habitation, and EVA. The 3D SIEUMD technology allows for NASA S&MA experts, tasked with defining safety protocols and procedures, to interact in an immersive environment without expensive immersion gear. Reduction of the overall safety risk by immersing safety concepts into the design and engineering phase for very small cost is accomplished even before hardware is deployed to the lunar surface.

Scott Johnson↗

Tracking a turbulent spot in an immersive environment

We describe an interactive, immersive 3D system called Tracktur, which allows a viewer to track the development of a turbulent flow. Tracktur displays time-varying vortex structures extracted from a numerical flow simulation. The user navigates the space and probes the data within a windy 3D landscape. In order to sustain a constant frame rate, we enforce a fixed polygon budget on the geometry. We supplement the interactive system with interactive, hypertext documentation available on the World Wide Web. In actual use by a fluid dynamicist, the system has yielded new insights into the transition to turbulence in a laminar flow.

Banks, David C.↗

Innovating Training through Immersive Environments: Generation Y, Exploratory Learning, and Serious Games

Over the next decade, those entering Service and Joint Staff positions within the military will come from a different generation than the current leadership. They will come from Generation Y and have differing preferences for learning. Immersive learning environments like serious games and virtual world initiatives can complement traditional training methods to provide a better overall training program for staffs. Generation Y members desire learning methods which are relevant and interactive, regardless of whether they are delivered over the internet or in person. This paper focuses on a project undertaken to assess alternative training methods to teach special operations staffs. It provides a summary of the needs analysis used to consider alternatives and to better posture the Department of Defense for future training development.

Gendron, Gerald↗

Effects of characteristics of image quality in an immersive environment

Image quality issues such as field of view (FOV) and resolution are important for evaluating "presence" and simulator sickness (SS) in virtual environments (VEs). This research examined effects on postural stability of varying FOV, image resolution, and scene content in an immersive visual display. Two different scenes (a photograph of a fountain and a simple radial pattern) at two different resolutions were tested using six FOVs (30, 60, 90, 120, 150, and 180 deg.). Both postural stability, recorded by force plates, and subjective difficulty ratings varied as a function of FOV, scene content, and image resolution. Subjects exhibited more balance disturbance and reported more difficulty in maintaining posture in the wide-FOV, high-resolution, and natural scene conditions.

Non-NASA Center↗

ISS Radiation Shielding and Acoustic Simulation Using an Immersive Environment

The International Space Station Environment Simulator (ISSES) is a virtual reality application that uses high-performance computing, graphics, and audio rendering to simulate the radiation and acoustic environments of the International Space Station (ISS). This CAVE application allows the user to maneuver to different locations inside or outside of the ISS and interactively compute and display the radiation dose at a point. The directional dose data is displayed as a color-mapped sphere that indicates the relative levels of radiation from all directions about the center of the sphere. The noise environment is rendered in real time over headphones or speakers and includes non-spatial background noise, such as air-handling equipment, and spatial sounds associated with specific equipment racks, such as compressors or fans. Changes can be made to equipment rack locations that produce changes in both the radiation shielding and system noise. The ISSES application allows for interactive investigation and collaborative trade studies between radiation shielding and noise for crew safety and comfort.

Verhage, Joshua E.↗

Workshop Report on Virtual Worlds and Immersive Environments

The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?

Langhoff, Stephanie R.↗

Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments

The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.

Wu;u. Sjarpm↗

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↗

Using Immersive Virtual Environments for Certification

Immersive virtual environments (VEs) technology has matured to the point where it can be utilized as a scientific and engineering problem solving tool. In particular, VEs are starting to be used to design and evaluate safety-critical systems that involve human operators, such as flight and driving simulators, complex machinery training, and emergency rescue strategies.

virtual reality software certification human-compu↗

Simulation of Physical Experiments in Immersive Virtual Environments

An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.

Noor, Ahmed K.↗

Visualization of CFD Results in Immersive Virtual Environments

An object-oriented event-driven immersive virtual environment (VE) is described for the visualization of computational fluid dynamics (CFD) results. The VE incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. The fluid domain is discretized using either a multi-block structured grid or an unstructured finite element mesh. The VE allows natural 'fly-through' visualization of the model, the CFD grid, and the model's surroundings. In order to help visualize the flow and its effects on the model, the VE incorporates the following objects: stream objects (lines, surface-restricted lines. ribbons. and volumes); colored surfaces; elevation surfaces; surface arrows; global and local iso-surfaces; vortex cores; and separation/attachment surfaces and lines. Most of these objects can be used for dynamically probing the flow. Particles and arrow animations can be displayed on top of stream objects. Primitive response quantities as well as derived quantities can be used. A recursive tree search algorithm is used for real-time point and value search in the CFD grid.

Wasfy, Tamer M.↗