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Microsoft Kinect Sensor Evaluation

My summer project evaluates the Kinect game sensor input/output and its suitability to perform as part of a human interface for a spacecraft application. The primary objective is to evaluate, understand, and communicate the Kinect system's ability to sense and track fine (human) position and motion. The project will analyze the performance characteristics and capabilities of this game system hardware and its applicability for gross and fine motion tracking. The software development kit for the Kinect was also investigated and some experimentation has begun to understand its development environment. To better understand the software development of the Kinect game sensor, research in hacking communities has brought a better understanding of the potential for a wide range of personal computer (PC) application development. The project also entails the disassembly of the Kinect game sensor. This analysis would involve disassembling a sensor, photographing it, and identifying components and describing its operation.

Billie, Glennoah

Developing a Natural User Interface and Facial Recognition System With OpenCV and the Microsoft Kinect

The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.

Human Interfaces

Augmented Virtual Reality Laboratory

Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

Resolved Skeleton

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

Implementation of Headtracking and 3D Stereo with Unity and VRPN for Computer Simulations

This paper explores low-cost hardware and software methods to provide depth cues traditionally absent in monocular displays. The use of a VRPN server in conjunction with a Microsoft Kinect and/or Nintendo Wiimote to provide head tracking information to a Unity application, and NVIDIA 3D Vision for retinal disparity support, is discussed. Methods are suggested to implement this technology with NASA's EDGE simulation graphics package, along with potential caveats. Finally, future applications of this technology to astronaut crew training, particularly when combined with an omnidirectional treadmill for virtual locomotion and NASA's ARGOS system for reduced gravity simulation, are discussed.

Noyes, Matthew A.

NASA Summer 2014

Create a motion validation system using Google Glass and Microsoft Kinect to provide instantaneous feedback for integration with NASA tutorials and procedures.

Fares, Hannelle

A Tool for the Automated Collection of Space Utilization Data: Three Dimensional Space Utilization Monitor

Space Human Factors and Habitability (SHFH) Element within the Human Research Program (HRP), in collaboration with the Behavioral Health and Performance (BHP) Element, is conducting research regarding Net Habitable Volume (NHV), the internal volume within a spacecraft or habitat that is available to crew for required activities, as well as layout and accommodations within that volume. NASA is looking for innovative methods to unobtrusively collect NHV data without impacting crew time. Data required includes metrics such as location and orientation of crew, volume used to complete tasks, internal translation paths, flow of work, and task completion times. In less constrained environments methods for collecting such data exist yet many are obtrusive and require significant post‐processing. Example technologies used in terrestrial settings include infrared (IR) retro‐reflective marker based motion capture, GPS sensor tracking, inertial tracking, and multiple camera filmography. However due to constraints of space operations many such methods are infeasible, such as inertial tracking systems which typically rely upon a gravity vector to normalize sensor readings, and traditional IR systems which are large and require extensive calibration. However multiple technologies have not yet been applied to space operations for these explicit purposes. Two of these include 3‐Dimensional Radio Frequency Identification Real‐Time Localization Systems (3D RFID‐RTLS) and depth imaging systems which allow for 3D motion capture and volumetric scanning (such as those using IR‐depth cameras like the Microsoft Kinect or Light Detection and Ranging / Light‐Radar systems, referred to as LIDAR).

Vos, Gordon A.

A Tool for the Automated Collection of Space Utilization Data: Three Dimensional Space Utilization Monitor

Space Human Factors and Habitability (SHFH) Element within the Human Research Program (HRP) and the Behavioral Health and Performance (BHP) Element are conducting research regarding Net Habitable Volume (NHV), the internal volume within a spacecraft or habitat that is available to crew for required activities, as well as layout and accommodations within the volume. NASA needs methods to unobtrusively collect NHV data without impacting crew time. Data required includes metrics such as location and orientation of crew, volume used to complete tasks, internal translation paths, flow of work, and task completion times. In less constrained environments methods exist yet many are obtrusive and require significant post-processing. Examplesused in terrestrial settings include infrared (IR) retro-reflective marker based motion capture, GPS sensor tracking, inertial tracking, and multi-camera methods Due to constraints of space operations many such methods are infeasible. Inertial tracking systems typically rely upon a gravity vector to normalize sensor readings,and traditional IR systems are large and require extensive calibration. However, multiple technologies have not been applied to space operations for these purposes. Two of these include: 3D Radio Frequency Identification Real-Time Localization Systems (3D RFID-RTLS) Depth imaging systems which allow for 3D motion capture and volumetric scanning (such as those using IR-depth cameras like the Microsoft Kinect or Light Detection and Ranging / Light-Radar systems, referred to as LIDAR)

Vos, Gordon A.

Virtual Exercise Training Software System

The purpose of this study was to develop and evaluate a virtual exercise training software system (VETSS) capable of providing real-time instruction and exercise feedback during exploration missions. A resistive exercise instructional system was developed using a Microsoft Kinect depth-camera device, which provides markerless 3-D whole-body motion capture at a small form factor and minimal setup effort. It was hypothesized that subjects using the newly developed instructional software tool would perform the deadlift exercise with more optimal kinematics and consistent technique than those without the instructional software. Following a comprehensive evaluation in the laboratory, the system was deployed for testing and refinement in the NASA Extreme Environment Mission Operations (NEEMO) analog.

Vu, L.

Object and Facial Recognition in Augmented and Virtual Reality: Investigation into Software, Hardware and Potential Uses

As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.

object recognition

Ruggedizing a Commercial Depth Camera for Novel Lunar Exploration.

The novel contribution of this instrument is to take the first depth images on the moon. A commercial Kinect camera from Microsoft has been ruggedized for a CLPS mission to the Lunar South Pole. The 12-megapixel color camera is combined with a 1-megapixel color time-of-flight (ToF) depth sensor. The solid-state depth sensor/LIDAR provides greater resolution, a wider field of view, pixel binning, and reduced power consumption. The high-resolution data collected from the mission can be used to construct a near-field virtual environment of the lunar surface for scientific applications. The depth camera can provide a 360-degree view of the target area by combining ToF data with RGB imagery and rover turning. The unit was evaluated for space flight compliant materials and parts at NASA Ames. The microphone array, RF shield, front face, and outer body parts were removed to reduce mass. Plastic parts were replaced with vacuum-compatible materials; manufactured cables were added to properly interface with the host rover, built by Lunar Outpost. The environmental testing was performed on the Kinect with Random Vibration/Sine Testing (Fig 1a), per GEVS (NASA’s General Environmental Verification Standard for spaceflight launch survival). Thermal Vacuum testing cycled the instrument between expected hot (+ 85 C) and cold survival temperatures, as well as +50 C and -25 C operational temps (Fig 1b). The instrument functioned nominally at the conclusion of vibration and thermal cycling tests. The Azure Kinect is manifested on the Nova-C lander which flies on the Intuitive Machines mission IM-2, landing at the lunar south pole for a mission duration of 14 days (one lunar daylight cycle). The unit will be integrated to the MAPP (Mobile Autonomous Prospecting Platform) rover at Lunar Outpost. The Azure Kinect with ToF feature will improve the resolution of lunar geology data near the south pole and enable ground-based VR experience of details of the lunar surface (Fig 1c).

V. Jha