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Mobile and Web Game Development: Using Videogames as an Educational and Outreach Tool

Few tools reach out to capture the imagination and interests of children like video games do. As such, the development of educational applications that foster young minds' interest in science and technology become of the utmost importance. To this end, I spent my summer internship developing outreach and educational applications in conjunction with JPL's Space Place team. This small, but dedicated, team of people manages three NASA websites that focus on presenting science and technology information in such a manner that young children can understand it and develop an interest in the subjects. Besides the websites, with their plethora of educational content presented through hands-on activities, games and informative articles, the team also creates and coordinates the distribution of printed material to museums, astronomy clubs and a huge network of educators.

NASA's Space Place↗

Kinect Engineering with Learning (KEWL)

According to a Nielsen survey at the time of this reporting, 41% of all households have a game console. This is one market in which NASA has been absent from education and outreach efforts. Kinect Engineering with Learning (KEWL) is made to enter into that market and bring NASA education and outreach to a very familiar venue. KEWL creates an education and outreach experience that is more participatory, both in a school and museum environment. KEWL is a set of applications that runs on an Xbox 360 using the Kinect controller used for education and outreach. These applications currently include: Train R2, a visual simulation of Robonaut 2 that allows students to control a virtual R2 in a game environment; Drive R2, an interface using the Xbox 360 and Kinect controller that allows students to control the real R2 using the methods they learned playing Train R2; ISS experience, a visual tour of the interior of the International Space Station where students use their body to fly through the virtual ISS; Gravity Ball, a simulation of throwing balls in the gravity of different planets; Solar Array repair, a simulation of the simplified STS-121 solar array repair mission; and PlaySpace, a Mars/Moon application that allows students to experience different aspects of Mars/Moon. Users can "fly through" the ISS using their body, allowing an experience similar to what an astronaut would have on orbit. In PlaySpace, users can fly over the surface of Mars and view surface data obtained by Mars rovers. Users of Train R2 and Drive R2 can experience what it is like to control a robot over a distance with a time delay, simulating the time delay that would occur between ground control and an on-orbit robot. The initial ISS experiences were built using parts of code from the NASA Enigma software. The models used in these experiences were also from the Integrated Graphics Operations and Analysis Lab model database. The PlaySpace experience incorporates surface data obtained from NASA rovers and satellites and was built by NASA JPL.

Goza, Sharon↗

Integrated Graphics Operations and Analysis Lab Development of Advanced Computer Graphics Algorithms

The focus of this project is to aid the IGOAL in researching and implementing algorithms for advanced computer graphics. First, this project focused on porting the current International Space Station (ISS) Xbox experience to the web. Previously, the ISS interior fly-around education and outreach experience only ran on an Xbox 360. One of the desires was to take this experience and make it into something that can be put on NASA s educational site for anyone to be able to access. The current code works in the Unity game engine which does have cross platform capability but is not 100% compatible. The tasks for an intern to complete this portion consisted of gaining familiarity with Unity and the current ISS Xbox code, porting the Xbox code to the web as is, and modifying the code to work well as a web application. In addition, a procedurally generated cloud algorithm will be developed. Currently, the clouds used in AGEA animations and the Xbox experiences are a texture map. The desire is to create a procedurally generated cloud algorithm to provide dynamically generated clouds for both AGEA animations and the Xbox experiences. This task consists of gaining familiarity with AGEA and the plug-in interface, developing the algorithm, creating an AGEA plug-in to implement the algorithm inside AGEA, and creating a Unity script to implement the algorithm for the Xbox. This portion of the project was unable to be completed in the time frame of the internship; however, the IGOAL will continue to work on it in the future.

Wheaton, Ira M.↗

Space Operations Learning Center (SOLC) iPhone/iPad Application

This iPhone application, Space Junk Sammy, is intended to be an educational application designed for Apple iPhones and iPads. This new concept educates kids in an innovative way about how orbital debris affects space missions. Orbital debris is becoming a very significant concern for NASA and all Earthorbiting space missions. Spacecraft in low-Earth orbit are in constant danger of being potentially damaged or destroyed by debris. High-profile spacecraft such as the International Space Station (ISS) and Hubble Space Telescope are dealing with orbital debris on a regular basis. Other basic educational concepts that are portrayed are low-Earth orbits, satellites, ISS, attitude control, and other facts that can be presented in betweenlevel popup screens. The Orbital Debris Cleanup game is relatively simple from the user s technical standpoint. It is a 2D game where the user s avatar is a satellite buddy, named Sammy, in orbit around Earth. Sammy is controlled by the user with the device s gyroscope as well as touchscreen controls. It has equipment used for taking care of the space debris objects on the screen. Sammy also has a claw, a laser deflector, and hydrazine rockets to grab or push the debris objects into a higher orbit or into a lower orbit to burn up in the Earth s atmosphere. The user interface shows Sammy and space debris objects constantly moving from left to right, where Sammy is trying to catch the debris objects before they move off the right side of the screen. Everything will be in constant motion to increase fun and add to the realism of orbiting the Earth. The satellite buddy is used to clean up the space debris and protect other satellites. Later levels will include a laser deflector and hydrazine rockets instead of a robotic claw to push the orbital debris into a higher orbit and out of the path of other satellites

Binebrink, Daniel↗

Detailed Globes Enhance Education and Recreation

Orbis World Globes creates inflatable globes-Earthballs-in many sizes that depict Earth as it is seen from space, complete with atmospheric cloud cover. Orbis designs and produces the most visually authentic replicas of Earth ever created, and NASA took notice of Orbis globes and employed a 16-inch diameter EarthBall for an educational film it made aboard the STS-45 shuttle mission. Orbis later collaborated with NASA to create two 16-foot diameter world globes for display at the 2002 Olympic Winter Games in Salt Lake City, using more detailed satellite imagery. The satellite image now printed on all Orbis globes displays 1-kilometer resolution and is 21,600 by 43,200 pixels in size, and Orbis globes are otherwise meteorologically accurate, though the cloud cover has been slightly reduced in order for most of the landforms to be visible. Orbis also developed the exclusive NightGlow Cities feature, enabling EarthBalls to display the world's cities as they appear as the Earth revolves from daylight into night. Orbis inflatable globes are available in sizes from 1 to 100 feet in diameter, with the most common being the standard 16-inch and 1-meter diameter EarthBalls. Applications include educational uses from preschools to universities, games, and for a variety of display purposes at conferences, trade shows, festivals, concerts, and parades. A 16-foot diameter Orbis globe was exhibited at the United Nations' World Urban Forum, in Vancouver, Canada; the Space 2006 conference, in San Jose, California; and the X-Prize Cup Personal Spaceflight Exposition in Las Cruces, New Mexico.

Source record↗

The Role of SmallSats in Scientific Exploration and Commercialization of Space

Over the past decade, SmallSats have been established as having great potential for science exploration and commercialization of space. The SmallSat revolution aims to decrease the cost of space development, making space exploration accessible to students, educators, and public citizens. These efforts have focused on miniaturization of instruments and space platforms, as well as reducing their cost, mass, and needed power. In addition to enabling scientific exploration, SmallSats provide affordable means for the public to purchase remote sensing and communication products on a global scale. SmallSat mission concepts are particularly powerful when they are deployed in distributed architecture or constellations. For example, the most promising observation techniques for global science measurements of the Earth system and space weather require multi-point distributed observations of the Earth system at a feasible cost. The high cost of access to space has long been a barrier, especially with the prohibitive cost of large satellites. Affordable SmallSat constellations can be game-changers, enabling scientific exploration as well as commercial global data products. In this paper, we highlight investments made by NASA to date (specifically a study in developing and prototyping a SmallSat platform with standard interfaces), along with several example mission concept scenarios in Earth and space science (astrophysics, heliophysics, and planetary) applications that can be achieved using this platform.

technology development↗

X-traktor: A Rookie Robot, Simple, Yet Complex, Impeccably Designed, a Very Innovative Multidisciplinary Engineering Masterpiece

FIRST is the acronym of For Inspiration and Recognition of Science and Technology. FIRST is a 501.C.3 non-profit organization whose mission is to generate an interest in science and engineering among today's young adults and youth. This mission is accomplished through a robot competition held annually in the spring of each year. NASAs Marshall Space Flight Center, Education Programs Department, awarded a grant to Lee High School, the sole engineering magnet school in Huntsville, Alabama. MSFC awarded the grant in hopes of fulfilling its goal of giving back invaluable resources to its community and engineers, as well as educating tomorrow's work force in the high-tech area of science and technology. Marshall engineers, Lee High School students and teachers, and a host of other volunteers and parents officially initiated this robot design process and competitive strategic game plan. The FIRST Robotics Competition is a national engineering contest, which immerses high school students in the exciting world of science and engineering. Teaming with engineers from government agencies, businesses, and universities enables the students to learn about the engineering profession. The students and engineers have six weeks to work together to brainstorm, design, procure, construct, and test their robot. The team then competes in a spirited, 'no-holds barred' tournament, complete with referees, other FIRST-designed robots, cheerleaders, and time clocks. The partnerships developed between schools, government agencies, businesses, and universities provide an exchange of resources and talent that build cooperation and expose students to new and rewarding career options. The result is a fun, exciting, and stimulating environment in which all participants discover the important connections between classroom experiences and real-world applications. This paper will highlight the story, engineering development, and evolutionary design of Xtraktor, the rookie robot, a manufacturing marvel and engineering achievement.

Henderson, A. J., Jr.↗

Independent Technical Assessment of NASA and External Quantum Sensing Capability

The recent FY 2020 federal Research and Development Budget Priorities memo addresses the leadership need in Quantum Information Science (QIS) directing agencies to “prioritize QIS research and development (R&D), which will build the technical and scientific base necessary to explore the next generation of QIS theory, devices, and applications.” Quantum Sensing (QS) is an integral part of QIS. NASA is a key part of the directive to forward American space exploration and commercialization by providing “capabilities that have broad potential applications in space and on Earth.” QS provides an arena for NASA to demonstrate leadership in both areas of the administrative directive. QS uses quantum properties to achieve unprecedented measurement sensitivity and performance, including quantum-enhanced methodologies that outperform their classical counterparts. Typical quantum sensors exploit techniques such as atomic systems, matter waves, quantum entanglement, quantum superposition of states, quantum illumination methods, and manipulation of photons and atoms, in general. Guided by advancements in our ability to generate, manipulate, and control quantum systems, the emerging quantum sensing technologies promise unrivalled sensitivity, resolution, and precision, potentially leading to game-changing applications. Significant gains include technologies important for a range of NASA missions such as remote sensing, in situ measurements, metrology, interferometry, quantum communication, ranging, imaging, radar and lidar receivers, and gravity measurements. NASA Engineering and Safety Center has convened an independent external panel, comprising of Quantum Sensing Experts from Government, DoD, academia, and Federally funded Research and Development Center to conduct an independent technical assessment of the agency's capabilities in Quantum Sensing to understand NASA's internal needs and competencies related to Quantum Sensing and compare agency capabilities with those available externally including industry, academia, and other government agencies. The outcomes of the assessment will help the agency in establishing appropriate strategies and investments to develop and maintain the state-of-the-art sensing competence and capabilities required to meet the agency’s future needs. The External Experts Panel (EEP) is collaborating with HQ, various NASA Center and the representatives in the NASA Quantum Sensing Community of Practice (QS CoP), a part of NASA Sensors and Instrumentation Technical Fellow Technical Discipline Team, in obtaining common, current understanding of agency mission needs where QS can be an important enabler for future needs, and any programs, projects, assets, and technologists working in QS. The EEP organized a Quantum Sensing Workshop of practitioners from industry, academia, other government agencies, external experts, and interested NASA personnel to gather the assessment information. EEP also conducted information gathering on the industry at large, educational institutions, and other government agency research efforts for capture in the assessment database. At the conclusion of this assessment, EEP team will develop findings and conclusions describing NASA’s capabilities for the mission needs, NASA's relative position on new, enabling technologies, and an analysis of the gaps that may present any risks to near-term or far-term mission needs. This presentation will give details of the NASA and External Quantum Sensing Assessment outcomes, findings, observations, and its recommendation to NASA as how it can advance Quantum Sensing technologies and techniques for its science and explorations related missions.

External Quantum Sensing Capability↗

Technology Development, Implementation, and Assessment: K-16 Pre-Service, In-Service, and Distance Learning Initiatives

This summer 22 kindergarten through 8th grade teachers attended a 3-week Teacher Enhancement Institute (TEI) at NASA Langley Research Center. TEI is funded by NASA Education Division and is a collaborative effort between NASA Langley's Office of Education and Christopher Newport University. Selected teacher teams were drawn from Langley's 5-state precollege service region, which includes Kentucky, North Carolina, South Carolina, Virginia, and West Virginia. The goal of TEI was for teachers to learn aeronautics and the broad application of science and technology through a problem-based learning (PBL) strategy. PBL is an instructional method using a real world problem, also known as an ill-structured problem, as the context for an in-depth investigation. Most real life problems are ill-structured, as are all the really important social, political and scientific problems. The teachers were immediately immersed in an ill-structured problem to design a communication strategy for the White House Commission on Aviation Safety and Security to educate and disseminate aviation information to the general public. Specifically, the communication strategy was to focus on aeronautics principles, technology and design associated with US general aviation revitalization and aviation safety programs. The presented problem addressed NASA's strategic outcome to widely communicate the content, relevancy and excitement of its missions and discoveries to the general population. Further, the PBL scenario addressed the technological challenges being taken up by NASA to revolutionize air travel and the way in which aircraft are designed, built, and operated. It also addressed getting people and freight safely and efficiently to any location in the world at a reasonable cost. With a "real" need-to-know problem facing them, the teachers set out to gather information and to better understand the problem using inquiry-based and scientific methods. The learning in this aeronautics scenario was driven by the direction taken by participants. With the support of the TEI faculty, the teachers quickly identified NASA Langley researchers that served as consultants to help solve the problem. To achieve their goal, the teacher teams developed lesson plans for elementary and middle school students, wrote a newspaper, published a brochure to educate the general public, constructed games for children of all ages, and produced a video. As a second problem, the TEI participants will design their own aeronautic lesson plan and immerse their 1997-98 school year students in the problem. The problem is for the students "to create a traveling hands-on, minds-on aeronautics museum exhibit created for children by children." As a culminating activity, the Virginia Air and Space Center in Hampton, VA, will set up a special display of the exhibits in the Summer 1998. The TEI faculty will visit each TEI teacher's classroom during the academic school year to observe the implementation of the unit. In addition to the classroom observations, electronic follow-up sessions will be conducted during the school year to support the teachers' efforts in developing their PBL units to integrate technology in math and science instruction. These sessions eill be conducted using the Internet. Teachers will be connected through a chat-line to share ideas, ask questions, and generate solutions.

Petersen, Richard↗