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Master Console, SMC

The Master Console oversees the function of Computer Systems in Firing room 1 (FR1). Master Console Operators, MCOs' for short, are our customer. I was integrated into the System Monitoring and Control (SMC) software team that is under the guidance of David Slaiman, who is the product group lead. I have been brought up to speed with System Monitoring and Control. The initial time spent reading SMC software design description and understanding how it works. The current Firing Room 1 Console Display is a floor layout giving the MCO two essential pieces of information which are Health and Status. When an issue arises, the MCO has to look on the display to find which console is affected and then the MCO must use the Reference designator from the display to manually search for the Portal Workstation (PWS) installed in the console using the hardware map; which is a long process to lookup a PWS if an issue is present. My project is to make the FR1 Console Display easier for the MCO's to pinpoint PWS's without having to lookup additional resources in the process. My project also includes updating Firing Room 1 Console Display to include the F1R Non-Redundant Set. The display does not have good use of space and functionality. PWS numbers were not present in the previous design and are the critical component in efficient understanding and administration of the consoles. Part of the process includes getting feedback from the customer, instead of just emailing them with a question, we made a proposal with changes so they could respond and give us their input; which proved to be an effective method for engaging them. In order to do this I had to use the Display Editor (DE) tool developed by NASA, Paint.Net and Visio. The process I have been using has been Visio to alter the floor layout of Firing Room and take advantage of the white areas, and then I take the altered floor plan into Paint.Net. Once in Paint.Net I put the new floor plan as a background to the standard console display. Paint.Net also serves as a tool to create the new service state bars for the new background; finally I used the DE to assemble everything and setup the right CUI's for each PWS.

MCO

Master Console System Monitoring and Control Development

The Master Console internship during the spring of 2013 involved the development of firing room displays at the John F. Kennedy Space Center (KSC). This position was with the Master Console Product Group (MCPG) on the Launch Control System (LCS) project. This project is responsible for the System Monitoring and Control (SMC) and Record and Retrieval (R&R) of launch operations data. The Master Console is responsible for: loading the correct software into each of the remaining consoles in the firing room, connecting the proper data paths to and from the launch vehicle and all ground support equipment, and initializing the entire firing room system to begin processing. During my internship, I developed a system health and status display for use by Master Console Operators (MCO) to monitor and verify the integrity of the servers, gateways, network switches, and firewalls used in the firing room.

Brooks, Russell A.

Master Console System Monitoring and Control Development

The Master Console internship during the summer of 2013 involved the development of firing room displays and support applications at the John F. Kennedy Space Center (KSC). This position was with the Master Console Product Group (MCPG) on the Launch Control System (LCS) project. This project is responsible for the System Monitoring and Control (SMC) and Record and Retrieval (R&R) of launch operations data. The Master Console is responsible for: loading the correct software into each of the remaining consoles in the firing room, connecting the proper data paths to and from the launch vehicle and all ground support equipment, and initializing the entire firing room system to begin processing. During my internship, I created control scripts using the Application Control Language (ACL) to analyze the health and status of Kennedy Ground Control System (KGCS) programmable logic controllers (PLCs). This application provides a system health and status display I created with summarized data for use by Master Console Operators (MCO) to monitor and verify the integrity of KGCS subsystems.

Brooks, Russell A.

Database Tool for Master Console Operators

The Spaceport Command and Control System (SCCS) is the National Aeronautics and Space Administration's (NASA) launch control system for the Orion capsule and Space Launch System, the next generation manned rocket currently in development. This large system requires highly trained and knowledgeable personnel. Master Console Operators (MCO) are currently working on familiarizing themselves with any possible scenario that they may encounter. An intern was recruited to help assist them with creating a tool to use for the process.

Ferrell, Sean

Launch Control System Master Console Event Message Reduction

System monitoring and control (SMC) message browsers receive so many messages daily that operators do not need to see. Important messages are often mixed up among the less important ones. My job is to reduce the messages displayed in the message browser so that warning and emergency messages can be seen easily and therefore, responded promptly. There are multiple methods to achieve this. Firstly, duplicate messages should not appear many times in the message browser. Instead, the message should appear only once but with a number that counts the times that it appears. This method is called duplicate message suppression. Secondly, messages that update the most recent state (e.g. up/down) of a component should replace the old-state messages. This method is called state based message correlation. Thirdly, messages that display "normal" alarm level should be suppressed unless it's a response to an operator action. In addition to message reduction, I also work on correcting the severity level and text formats on messages.

messages

LCS Master Console Event Message Reduction

System monitoring and control (SMC) message browsers receive so many messages daily that operators are unable to keep track all of them. Important messages are often mixed up among the less important ones. My job is to reduce the messages so that warning and emergency messages can be seen easily and therefore, responded promptly. There are multiple methods to achieve this. Firstly, messages that look the same should not appear many times in the message browser. Instead, the message should appear only once but with a number that counts the times that it appears. This method is called duplicate message suppression. Messages that display "normal" or "advisory" alarm level should be suppressed. Secondly, messages that update the most recent status of a system should replace the old-status messages. This method is called state based message correlation. Thirdly, some unnecessary messages should be sent straight to history after being displayed or not displayed at all. For an example, normal messages that are not a response to an operator's action should not be displayed. I also work on fixing messages that are not color-coded and formatted properly.

messages

Activate/Inhibit KGCS Gateway via Master Console EIC Pad-B Display

My internship consisted of two major projects for the Launch Control System.The purpose of the first project was to implement the Application Control Language (ACL) to Activate Data Acquisition (ADA) and to Inhibit Data Acquisition (IDA) the Kennedy Ground Control Sub-Systems (KGCS) Gateway, to update existing Pad-B End Item Control (EIC) Display to program the ADA and IDA buttons with new ACL, and to test and release the ACL Display.The second project consisted of unit testing all of the Application Services Framework (ASF) by March 21st. The XmlFileReader was unit tested and reached 100 coverage. The XmlFileReader class is used to grab information from XML files and use them to initialize elements in the other framework elements by using the Xerces C++ XML Parser; which is open source commercial off the shelf software. The ScriptThread was also tested. ScriptThread manages the creation and activation of script threads. A large amount of the time was used in initializing the environment and learning how to set up unit tests and getting familiar with the specific segments of the project that were assigned to us.

Computer Programming

One Way of Testing a Distributed Processor

Launch processing for Space Shuttle is checked out, controlled, and monitored with new system. Entire system can be exercised by two computer programs--one in master console and other in each of operations consoles. Control program in each operations console detects change in status and begins task initiation. All of front-end processors are exercised from consoles through common data buffer, and all data are logged to processed-data recorder for posttest analysis.

Edstrom, R.

SMC Message Browser Projects

I work directly with the System Monitoring and Control (SMC) software engineers who develop, test and release custom and commercial software in support of the Kennedy Space Center Spaceport Command and Control System. (SCCS). SMC uses Commercial Off-The-Shelf (COTS) Enterprise Management Systems (EMS) software which provides a centralized subsystem for configuring, monitoring, and controlling SCCS hardware and software used in the Control Rooms. There are multiple projects being worked on using the COTS EMS software. I am currently working with the HP Operations Manager for UNIX (OMU) software which allows Master Console Operators (MCO) to access, view and interpret messages regarding the status of the SCCS hardware and software. The OMU message browser gets cluttered with messages which can make it difficult for the MCO to manage. My main project involves determining ways to reduce the number of messages being displayed in the OMU message browser. I plan to accomplish this task in two different ways: (1) by correlating multiple messages into one single message being displayed and (2) to create policies that will determine the significance of each message and whether or not it needs to be displayed to the MCO. The core idea is to lessen the number of messages being sent to the OMU message browser so the MCO can more effectively use it.

OMU

Western aeronautical test range real-time graphics software package MAGIC

The master graphics interactive console (MAGIC) software package used on the Western Aeronautical Test Range (WATR) of the NASA Ames Research Center is described. MAGIC is a resident real-time research tool available to flight researchers-scientists in the NASA mission control centers of the WATR at the Dryden Flight Research Facility at Edwards, California. The hardware configuration and capabilities of the real-time software package are also discussed.

Malone, Jacqueline C.

Software Package For Real-Time Graphics

Software package for master graphics interactive console (MAGIC) at Western Aeronautical Test Range (WATR) of NASA Ames Research Center provides general-purpose graphical display system for real-time and post-real-time analysis of data. Written in C language and intended for use on workstation of interactive raster imaging system (IRIS) equipped with level-V Unix operating system. Enables flight researchers to create their own displays on basis of individual requirements. Applicable to monitoring of complicated processes in chemical industry.

Malone, Jacqueline C.

Considerations for human-machine interfaces in tele-operations

Numerous factors impact on the efficiency of tele-operative manipulative work. Generally, these are related to the physical environment of the tele-operator and how he interfaces with robotic control consoles. The capabilities of the operator can be influenced by considerations such as temperature, eye strain, body fatigue, and boredom created by repetitive work tasks. In addition, the successful combination of man and machine will, in part, be determined by the configuration of the visual and physical interfaces available to the teleoperator. The design and operation of system components such as full-scale and mini-master manipulator controllers, servo joysticks, and video monitors will have a direct impact on operational efficiency. As a result, the local environment and the interaction of the operator with the robotic control console have a substantial effect on mission productivity.

Newport, Curt

Console Log Keeping Made Easier - Tools and Techniques for Improving Quality of Flight Controller Activity Logs

At the Marshall Space Flight Center's (MSFC) Payload Operations Integration Center (POIC) for International Space Station (ISS), each flight controller maintains detailed logs of activities and communications at their console position. These logs are critical for accurately controlling flight in real-time as well as providing a historical record and troubleshooting tool. This paper describes logging methods and electronic formats used at the POIC and provides food for thought on their strengths and limitations, plus proposes some innovative extensions. It also describes an inexpensive PC-based scheme for capturing and/or transcribing audio clips from communications consoles. Flight control activity (e.g. interpreting computer displays, entering data/issuing electronic commands, and communicating with others) can become extremely intense. It's essential to document it well, but the effort to do so may conflict with actual activity. This can be more than just annoying, as what's in the logs (or just as importantly not in them) often feeds back directly into the quality of future operations, whether short-term or long-term. In earlier programs, such as Spacelab, log keeping was done on paper, often using position-specific shorthand, and the other reader was at the mercy of the writer's penmanship. Today, user-friendly software solves the legibility problem and can automate date/time entry, but some content may take longer to finish due to individual typing speed and less use of symbols. File layout can be used to great advantage in making types of information easy to find, and creating searchable master logs for a given position is very easy and a real lifesaver in reconstructing events or researching a given topic. We'll examine log formats from several console position, and the types of information that are included and (just as importantly) excluded. We'll also look at when a summary or synopsis is effective, and when extensive detail is needed.

Scott, David W.

Portable Dextrous Force Feedback Master for robot telemanipulation (PDMFF)

A major drawback of open loop masters is a lack of force feedback, limiting their ability to perform complex tasks such as assembly and repair. Researchers present a simple dextrous force feedback master for computer assisted telemanipulation. The device is compact, portable and can be held in the operator hand, without the need for a special joystick or console. The system is capable of both position feed forward and force feedback, using electronic position sensors and a pneumatic micro-actuator. The level of forces exercised by the pneumatic actuator is such that near rigidity may be attained. Experimental results showing good system linearity and small time lag are given.

Burdea, Grigore C.

Simulation Training Versus Real Time Console Training for New Flight Controllers

For new flight controllers, the two main learning tools are simulations and real time console performance training. These benefit the new flight controllers in different ways and could possibly be improved. Simulations: a) Allow for mistakes without serious consequences. b) Lets new flight controllers learn the working style of other new flight controllers. c) Lets new flight controllers eventually begin to feel like they have mastered the sim world, so therefore they must be competent in the real time world too. Real time: a) Shows new flight controllers some of the unique problems that develop and have to be accounted for when dealing with certain payloads or systems. b) Lets new flight controllers experience handovers - gathering information from the previous shift on what the room needs to be aware of and what still needs to be done. c) Gives new flight controllers confidence that they can succeed in the position they are training for when they can solve real anomalies. How Sims could be improved and more like real-time ops for the ISS Operations Controller position: a) Operations Change Requests to review. b) Fewer anomalies (but still more than real time for practice). c) Payload Planning Manager Handover sheet for the E-1 and E-3 reviews. d) Flight note in system with at least one comment to verify for the E-1 and E-3 reviews How the real time console performance training could be improved for the ISS Operations Controller position: a) Schedule the new flight controller to be on console for four days but with a different certified person each day. This will force them to be the source of knowledge about every OCR in progress, everything that has happened in those few days, and every activity on the timeline. Constellation program flight controllers will have to learn entirely from simulations, thereby losing some of the elements that they will need to have experience with for real time ops. It may help them to practice real time console performance training in the International Space Station or Space Shuttle to gather some general anomaly resolution and day-to-day task management skills.

Heaton, Amanda

Design and Development of Functionally Effective Human-Machine Interfaces for Firing Room Displays

This project involves creating software for support equipment used on the Space Launch System (SLS). The goal is to create applications and displays that will be used to remotely operate equipment from the firing room and will continue to support the SLS launch vehicle to the extent of its program. These displays include design practices that help to convey information effectively, such as minimizing distractions at normal operating state and displaying intentional distractions during a warning or alarm state. The general practice for creating an operator display is to reduce the detail of unimportant aspects of the display and promote focus on data and dynamic information. These practices include using minimalist design, using muted tones for background colors, using a standard font at a readable text size, displaying alarms visible for immediate attention, grouping data logically, and displaying data appropriately varying on the type of data. Users of these displays are more likely to stay focused on operating for longer periods by using design practices that reduce eye strain and fatigue. Effective operator displays will improve safety by reducing human errors during operation, which will help prevent catastrophic accidents. This report entails the details of my work on developing remote displays for the Hypergolic fuel servicing system. Before developing a prototype display, the design and requirements of the system are outlined and compiled into a document. Then each subsystem has schematic representations drawn that meet the specifications detailed in the document. The schematics are then used as the outline to create display representations of each subsystem. Each display is first tested individually. Then the displays are integrated with a prototype of the master system, and they are tested in a simulated environment then retested in the real environment. Extensive testing is important to ensure the displays function reliably as intended.

displays

Software Development: 3D Animations and Creating User Interfaces for Realistic Simulations

My fall 2015 semester was spent at the Lyndon B. Johnson Space Center working in the Integrated Graphics, Operations, and Analysis Laboratory (IGOAL). My first project was to create a video animation that could tell the story of OMICS. OMICS is a term being used in the field of biomedical science to describe the collective technologies that study biological systems, such as what makes up a cell and how it functions with other systems. In the IGOAL I used a large 23 inch Wacom monitor to draw storyboards, graphics, and line art animations. I used Blender as the 3D environment to sculpt, shape, cut or modify the several scenes and models for the video. A challenge creating this video was to take a term used in biomedical science and describe it in such a way that an 8th grade student can understand. I used a line art style because it would visually set the tone for what we thought was an educational style. In order to get a handle on the perspective and overall feel for the animation without overloading my workspace, I split up the 2 minute animation into several scenes. I used Blender's python scripting capabilities which allowed for the addition of plugins to add or modify tools. The scripts can also directly interact with the objects to create naturalistic patterns or movements. After collecting the rendered scenes, I used Blender's built-in video editing workspace to output the animation. My second project was to write software that emulates a physical system's interface. The interface was to simulate a boat, ROV, and winch system. Simulations are a time and cost effective way to test complicated data and provide training for operators without having to use expensive hardware. We created the virtual controls with 3-D Blender models and 2-D graphics, and then add functionality in C# using the Unity game engine. The Unity engine provides several essential behaviors of a simulator, such as the start and update functions. A framework for Unity, which was developed in the lab, provided a way to place the different widgets on the virtual console dock and have them resize correctly based on the window dimensions.. My task in this project was to create the controls and visualizations for the data coming in from the simulator for the boat portion of the project. I wrote a class for each control window to handle the functionality of that widget. I implemented 11 widgets that make up the ship portion of the simulator. The members of the lab were each masters of their craft and I'm glad I had the opportunity to learn from them. I learned to plan strategically so I could finish this project on time. I allotted time for storyboarding, development, and refinement. In regards to animating I learned to use modifiers like lattice, boolean and build deformers. I also learned how to animate with drivers, how to use the dope sheet, and how to use the graph editor. In coding I learned to limit the chances for bugs by privatizing functions that should be exclusive to their class. I learned how to use the GIT repository to commit, stash and pull the latest build. I learned a bit of everything because I had the chance to see the entire application development process from the artwork, to the implementation.

Gordillo, Orlando Enrique