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Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

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Relative desirability of leisure activities and work parameters in a simulation of isolated work stations

The kinds of activities that are attractive to man in long duration isolation are delineated considering meaningful work as major activity and a choice of leisure/living provisions. The dependent variables are the relative distribution between various work, leisure, and living activities where external constraints on the subject's freedom of choice are minimized. Results indicate that an average of at least five hours per day of significant meaningful work is required for satisfactory enjoyment of the situation; most other parameters of the situation have less effects on overall performance and satisfaction

Sullins, W. R., Jr.↗

TPSAS-NF1676L-14834-DND

A recent spin-off from flight deck adaptive automation research at NASA Langley Research Center is a biocybernetic invention referred to informally as MindShift. When using the MindShift technology, a person is able to play off-the-shelf Nintendo Wii games enhanced with biofeedback, which is used to improve self-regulation of physiological functioning. Therefore, the user experiences the challenge of regulating their physiological responses during gameplay in addition to the intended challenges presented in the video game. The research projects being conducted under the supervision of Dr. Alan Pope and Chad Stephens at NASA Langley Research Center examine the effects of interacting with the MindShift invention technology on subjects' self-regulation of heart rate and brainwave activity, performance in the games, performance on cognitive tasks, and subjective experience of effort (i.e., workload). The MindShift invention's effects are being compared to the effects of interacting with the games without the MindShift technology and to the effects of interacting with commercial-off-the-shelf (COTS) brain-computer interface (BCI) technology, specifically the Mattel Mind Flex and the Uncle Milton Star Wars Force Trainer. A 32-channel electroencephalograph system is used to record subjects' brainwave and electrocardiographic activity. The potential for biofeedback game system applications is wide-ranging - from a more engaging form of clinical biofeedback training to a new challenge for avid gamers. Consequently, research needs to be conducted to fully understand the effects that these new games have on a person's physiological and psychological functioning. Biocybernetic technology like MindShift developed from the idea that operators of critical systems such as aerospace systems could hone their stress management and attention skills in biofeedback-augmented leisure activities while off-the-job in order to positively affect their on-the-job performance. This human performance enhancement technology is applicable to skill training on manually controlled critical tasks, such as unmanned aerial vehicle teleoperation, thus enabling the training of cognitive skills to be concurrent with manual skills. Furthermore, this type of technology can apply to medical and clinical uses of biofeedback by serving as an additional form of clinical biofeedback training that may be particularly useful for those with ADHD.

Brittany N Neilson↗

Acceptability of VTOL aircraft noise determined by absolute subjective testing

A program was conducted during which test subjects evaluated the simulated sounds of a helicopter, a tilt wing aircraft, and a 15 second, 90 PNdB (indoors) turbojet aircraft used as reference. Over 20,000 evaluations were made while the test subjects were engaged in work and leisure activities. The effects of level, exposure time, distance and aircraft design on subjective acceptability were evaluated. Some of the important conclusions are: (1) To be judged equal in annoyance to the reference jet sound, the helicopter and tilt wing sounds must be 4 to 5 PNdB lower when lasting 15 seconds in duration. (2) To be judged significantly more acceptable than the reference jet sound, the helicopter sound must be 10 PNdB lower when lasting 15 seconds in duration. (3) To be judged significantly more acceptable than the reference jet sound, the tilt wing sound must be 12 PNdB lower when lasting 15 seconds in duration. (4) The relative effect of changing the duration of a sound upon its subjectively rated annoyance diminishes with increasing duration. It varies from 2 PNdB per doubling of duration for intervals of 15 to 30 seconds, to 0.75 PNdB per doubling of duration for intervals of 120 to 240 seconds.

Sternfeld, H., Jr.↗

A study of the effect of flight density and background noise on V/STOL acceptability

A study was conducted in which test subjects evaluated the sounds of a helicopter, a turbofan STOL and a turbojet airplane while engaged in work and leisure activities. Exposure to a high repetitive density of the aircraft sounds did not make the individual sounds more annoying but did create an unacceptable environment. The application of a time duration term to db(A) resulted in a measure which compared favorably with EPNL as a predictor of annoyance. Temporal variations in background noise level had no significant effect on the rated annoyance.

Sternfeld, H., Jr.↗

Psychological considerations in future space missions

Issues affecting human psychological adjustments to long space missions are discussed. Noting that the Shuttle flight crewmembers will not have extensive flight qualification requirements, the effects of a more heterogeneous crew mixture than in early space flights is considered to create possibilities of social conflicts. Routine space flight will decrease the novelty of a formerly unique experience, and the necessity of providing personal space or other mechanisms for coping with crowded, permanently occupied space habitats is stressed. Women are noted to display more permeable personal space requirements. The desirability of planning leisure activities is reviewed, and psychological test results for female and male characteristics are cited to show that individuals with high scores in both traditionally male and female attributes are most capable of effective goal-oriented behavior and interpersonal relationships. Finally, it is shown that competitiveness is negatively correlated with the success of collaborative work and the social climate of an environment.

Helmreich, R. L.↗

Explorations in achievement motivation

Recent research on the nature of achievement motivation is reviewed. A three-factor model of intrinsic motives is presented and related to various criteria of performance, job satisfaction and leisure activities. The relationships between intrinsic and extrinsic motives are discussed. Needed areas for future research are described.

Helmreich, Robert L.↗

Determining the amount of physical activity needed for long-term weight control

OBJECTIVE: To evaluate prospectively the influence of habitual physical activity on body weight of men and women and to develop a model that defines the role of physical activity on longitudinal weight change. DESIGN AND SETTING: Occupational cohort study conducted for a mean of 5.5 y. SUBJECTS: A total of 496 (341 male and 155 female) NASA/Johnson Space Center employees who completed the 3 month education component of the employee health-related fitness program and remained involved for a minimum of 2 y. MEASUREMENTS: Body weights were measured at baseline (T1) and follow-up (T2), and habitual physical activity was obtained from the mean of multiple ratings of the 11-point (0-10) NASA Activity Scale (NAS) recorded quarterly between T1 and T2. Other measures included age, gender, VO(2 max) obtained from maximal treadmill testing, body mass index (BMI), and body fat percentage. RESULTS: Multiple regression demonstrated that mean NAS, T1 weight, aging and gender all influence long-term T2 weight. T1 age was significant for the men only. Independently, each increase in mean NAS significantly (P<0.01) reduced T2 weight in men (b=-0.91 kg; 95% CI:-1.4 to-0.42 kg) and women (b=-2.14 kg; 95% CI:-2.93 to-1.35 kg). Mean NAS had a greater effect on T2 weight as T1 weight increased, and the relationship was dose-dependent. CONCLUSIONS: Habitual physical activity is a significant source of long-term weight change. The use of self-reported activity level is helpful in predicting long-term weight changes and may be used by health care professionals when counseling patients about the value of physical activity for weight control.

Exercise↗

Urban forms, physical activity and body mass index: a cross-city examination using ISS Earth Observation photographs

Johnson Space Center has archived thousands of astronauts acquired Earth images. Some spectacular images have been widely used in news media and in k-12 class room, but their potential utilizations in health promotion and disease prevention have relatively untapped. The project uses daytime ISS photographs to define city forms and links them to city or metropolitan level health data in a multicity context. Road connectivity, landuse mix and Shannon's information indices were used in the classification of photographs. In contrast to previous remote-sensing studies, which tend to focus on a single city or a portion of a city, this project utilized photographs of 39 U.S. cities. And in contrast to previous health-promotion studies on the built environment, which tend to rely on survey respondents' responses to evaluate road connectivity or mixed land use for a single study site, the project examined the built environments of multiple cities based on ISS photos. It was found that road connectivity and landuse mix were not statistically significant by themselves, but the composite measure of the Shannon index was significantly associated with physical activity, but not BMI. Consequently, leisure-time physical activity seems to be positively associated with the urban complexity scale. It was also concluded that unless they are planned or designed in advance, photographs taken by astronauts generally are not appropriate for a study of a single-site built environment nor are they appropriate for a study of infectious diseases at a local scale. To link urban built environment with city-wide health indicators, both the traditional nadir view and oblique views should be emphasized in future astronauts' earth observation photographs.

Lin, Ge↗

Assessment of Human Factors

Human Factors Engineering, often referred to as Ergonomics, is a science that applies a detailed understanding of human characteristics, capabilities, and limitations to the design, evaluation, and operation of environments, tools, and systems for work and daily living. Human Factors is the investigation, design, and evaluation of equipment, techniques, procedures, facilities, and human interfaces, and encompasses all aspects of human activity from manual labor to mental processing and leisure time enjoyments. In spaceflight applications, human factors engineering seeks to: (1) ensure that a task can be accomplished, (2) maintain productivity during spaceflight, and (3) ensure the habitability of the pressurized living areas. DSO 904 served as a vehicle for the verification and elucidation of human factors principles and tools in the microgravity environment. Over six flights, twelve topics were investigated. This study documented the strengths and limitations of human operators in a complex, multifaceted, and unique environment. By focusing on the man-machine interface in space flight activities, it was determined which designs allow astronauts to be optimally productive during valuable and costly space flights. Among the most promising areas of inquiry were procedures, tools, habitat, environmental conditions, tasking, work load, flexibility, and individual control over work.

Mount, Frances↗

Mission Operations of the Mars Exploration Rovers

A document describes a system of processes involved in planning, commanding, and monitoring operations of the rovers Spirit and Opportunity of the Mars Exploration Rover mission. The system is designed to minimize command turnaround time, given that inherent uncertainties in terrain conditions and in successful completion of planned landed spacecraft motions preclude planning of some spacecraft activities until the results of prior activities are known by the ground-based operations team. The processes are partitioned into those (designated as tactical) that must be tied to the Martian clock and those (designated strategic) that can, without loss, be completed in a more leisurely fashion. The tactical processes include assessment of downlinked data, refinement and validation of activity plans, sequencing of commands, and integration and validation of sequences. Strategic processes include communications planning and generation of long-term activity plans. The primary benefit of this partition is to enable the tactical portion of the team to focus solely on tasks that contribute directly to meeting the deadlines for commanding the rover s each sol (1 sol = 1 Martian day) - achieving a turnaround time of 18 hours or less, while facilitating strategic team interactions with other organizations that do not work on a Mars time schedule.

Bass, Deborah↗

Psychosocial value of space simulation for extended spaceflight

There have been over 60 studies of Earth-bound activities that can be viewed as simulations of manned spaceflight. These analogs have involved Antarctic and Arctic expeditions, submarines and submersible simulators, land-based simulators, and hypodynamia environments. None of these analogs has accounted for all the variables related to extended spaceflight (e.g., microgravity, long-duration, heterogeneous crews), and some of the stimulation conditions have been found to be more representative of space conditions than others. A number of psychosocial factors have emerged from the simulation literature that correspond to important issues that have been reported from space. Psychological factors include sleep disorders, alterations in time sense, transcendent experiences, demographic issues, career motivation, homesickness, and increased perceptual sensitivities. Psychiatric factors include anxiety, depression, psychosis, psychosomatic symptoms, emotional reactions related to mission stage, asthenia, and postflight personality, and marital problems. Finally, interpersonal factors include tension resulting from crew heterogeneity, decreased cohesion over time, need for privacy, and issues involving leadership roles and lines of authority. Since future space missions will usually involve heterogeneous crews working on complicated objectives over long periods of time, these features require further study. Socio-cultural factors affecting confined crews (e.g., language and dialect, cultural differences, gender biases) should be explored in order to minimize tension and sustain performance. Career motivation also needs to be examined for the purpose of improving crew cohesion and preventing subgrouping, scapegoating, and territorial behavior. Periods of monotony and reduced activity should be addressed in order to maintain morale, provide meaningful use of leisure time, and prevent negative consequences of low stimulation, such as asthenia and crew member withdrawal. Leadership roles and lines of authority need to be studied further to understand the factors leading to status leveling, leadership competition, and role confusion. Finally, the relationship between crews and ground personnel should be characterized in order to minimize the displacement of anger and tension to the outside, to counter the effects of inter-group miscommunications, and to develop support strategies that can help to counter in-group/out-group conflicts. Ground-based space simulations still have a role to play in terms of understanding the impact of these factors and ways of dealing with them. In particular, issues involving language, cultural differences, gender biases, career motivation, monotonous conditions, use of free time, leadership, lines of authority, and the relationship between crews and outside monitoring personnel need to be further characterized and examined under controlled conditions. Until such time as these factors can be studied directly in space, simulations provide an opportunity to learn more about these psychosocial issues and to plan ways of minimizing their negative consequences during actual space missions.

NASA Discipline Number 00-00↗

Lessons learned from Shuttle/Mir: psychosocial countermeasures

BACKGROUND: During future long-duration space missions, countermeasures need to be developed to deal with psychosocial issues that might impact negatively on crewmember performance and well-being. METHODS: In our recently completed NASA-funded study of 5 U.S. astronauts, 8 Russian cosmonauts, and 42 U.S. and 16 Russian mission control personnel who participated in the Shuttle/Mir program, we evaluated a number of important psychosocial issues such as group tension, cohesion, leadership role, and the displacement of negative emotions from crewmembers to people in mission control and from mission control personnel to management. RESULTS: Based on our findings, which are reviewed, a number of psychosocial countermeasures are suggested to help ameliorate the negative impact of potential psychosocial problems during future manned space missions. CONCLUSIONS: Crewmembers should be selected not only to rule out psychopathology but also to select-in for group compatibility and facility in a common language. Training should include briefings and team building related to a number of psychosocial issues and should involve both crewmembers and mission control personnel. During the mission, both experts on the ground and the crewmembers themselves should be alert to potential interpersonal problems, including the displacement of negative emotions from the crew to the ground. Supportive activities should consist of both individual and interpersonal strategies, including an awareness of changing leisure time needs. Finally, attention should be given to postmission readjustment and to supporting the families on Earth.

Non-NASA Center↗

Subjective response of people to simulated sonic booms in their homes

In order to determine the effect of the number of sonic boom occurrences on annoyance, a computer-based system was developed for studying the subjective response of people to the occurrence of simulated sonic booms in their homes. The system provided a degree of control over the noise exposure not found in community surveys and a degree of situational realism not available in the laboratory. A system was deployed for eight weeks in each of 33 homes. Each day from 4 to 63 sonic booms were played as the test subject went about his or her normal activities. At the end of the day, the test subjects rated their annoyance to the sonic booms heard during the day. The sonic booms consisted of different combinations of waveforms, levels, and occurrence rates. The experiment confirmed that the increase in annoyance resulting from multiple occurrences can be modeled by the addition of the term "10 * log(number of occurrences)" to the sonic boom level. Of several noise metrics considered, perceived level was the best annoyance predictor. Comparisons of the subjective responses to the different sonic boom waveforms found no differences that were not accounted for by the noise metrics.

Noise, Transportation/adverse effects↗