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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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At least 19 records

Open-Source Framework for Data Storage and Visualization of Real-Time Experiments

Digital real time simulators (DRTS) are increasingly being used for the evaluation of power hardware and controller hardware in the laboratory prior to field deployment. Although DRTS are capable of simulating large models in real-time, it is challenging to visualize the results of large models without overdrawing or confounding the viewer. This paper provides an open-source framework for users to visualize their DRTS-based hardware-in-the-loop (HIL) experimental results in real-time. This proposed framework can be used by experimental test beds that can push data through an internet protocol based network. The proposed framework includes three main components. First, it includes the DRTS that generates and pushes the data to a relay. Second, it includes an application that serves multiple purposes, from data storage, testing, and translation of the data to a publisher/subscriber protocol. Finally, it includes libraries and applications that can be used to visualize the data by subscribing to the relay. This framework is available in open source, and it is tested using the HIL platform developed for testing advanced distribution management systems.

advanced distribution management systems↗

Same Data, Different Audiences: Using Personas to Scope a Supercomputing Job Queue Visualization

Domain-specific visualizations sometimes focus on narrow, albeit important, tasks for one group of users. This focus limits the utility of a visualization to other groups working with the same data. While tasks elicited from other groups can present a design pitfall if not disambiguated, they also present a design opportunity—namely, the development of visualizations that support multiple groups. This development choice presents a trade-off of broadening the scope but limiting support for the more narrow tasks of any one group, which in some cases can enhance the overall utility of the visualization. We investigate this scenario through a design study where we develop Guidepost, a notebook-embedded visualization of data that helps scientists assess compute wait times, machine learning researchers understand prediction accuracy, and system maintainers analyze usage trends. We adapt the use of personas for visualization design from existing literature in the HCI and design domains, applying them to categorize tasks based on their uniqueness across stakeholder personas. Under this model, tasks shared between all groups should be supported by interactive visualizations and tasks unique to each group can be deferred to scripting with notebook-embedded visualization design. We evaluate our visualization through real-world case studies and a task-focused evaluation with nine participants. We observe that together, Guidepost's visual encodings, interactions, and export capabilities support the tasks of our differing personas.

97 MATHEMATICS AND COMPUTING↗

Visual Vestibular Interaction in the Dynamic Visual Acuity Test during Voluntary Head Rotation

Although intact vestibular function is essential in maintaining spatial orientation, no good screening tests of vestibular function are available to the aviation community. High frequency voluntary head rotation was selected as a vestibular stimulus to isolate the vestibulo-ocular reflex (VOR) from visual influence. A dynamic visual acuity test that incorporates voluntary head rotation was evaluated as a potential vestibular function screening tool. Twenty-seven normal subjects performed voluntary sinusoidal head rotation at frequencies from 0.7-4.0 Hz under three different visual conditions: visually-enhanced VOR, normal VOR, and visually suppressed VOR. Standardized Baily-Lovie chart letters were presented on a computer monitor in front of the subject, who then was asked to read the letters while rotating his head horizontally. The electro-oculogram and dynamic visual acuity score were recorded and analyzed. There were no significant differences in gain or phase shift among three visual conditions in the frequency range of 2.8 to 4.0 Hz. The dynamic visual acuity score shifted less than 0.3 logMAR at frequencies under 2.0 Hz. The dynamic visual acuity test at frequencies a round 2.0 Hz can be recommended for evaluating vestibular function.

VISUAL ACUITY↗

An overview of visualization and visual analytics applications in water resources management

Recent advances in information, communication, and environmental monitoring technologies have increased the availability, spatiotemporal resolution, and quality of water-related data, thereby leading to the emergence of many innovative big data applications. Among these applications, visualization and visual analytics, also known as the visual computing techniques, empower the synergy of computational methods (e.g., machine learning and statistical models) with human reasoning to improve the understanding and solution toward complex science and engineering problems. These approaches are frequently integrated with geographic information systems and cyberinfrastructure to provide new opportunities and methods for enhancing water resources management. Here, we present a comprehensive review of recent hydroinformatics applications that employ visual computing techniques to (1) support complex data-driven research problems, and (2) support the communication and decision-makings in the water resources management sector. Then, we conduct a technical review of the state-of-the-art web-based visualization technologies and libraries to share our experiences on developing shareable, adaptive, and interactive visualizations and visual interfaces for water resources management applications. We close with a vision that applies the emerging visual computing technologies and paradigms to develop the next generation of hydroinformatics applications.

54 ENVIRONMENTAL SCIENCES↗

Combined influences of gravitoinertial force level and visual field pitch on visually perceived eye level

Psychophysical measurements of the level at which observers set a small visual target so as to appear at eye level (VPEL) were made on 13 subjects in 1.0 g and 1.5 g environments in the Graybiel Laboratory rotating room while they viewed a pitched visual field or while in total darkness. The gravitoinertial force was parallel to the z-axis of the head and body during the measurements. The visual field consisted of two 58 degrees high, luminous, pitched-from-vertical, bilaterally symmetric, parallel lines, viewed in otherwise total darkness. The lines were horizontally separated by 53 degrees and presented at each of 7 angles of pitch ranging from 30 degrees with the top of the visual field turned away from the subject (top backward) to 30 degrees with the top turned toward the subject (top forward). At 1.5 g, VPEL changed linearly with the pitch of the 2-line stimulus and was depressed with top backward pitch and elevated with top forward pitch as had been reported previously at 1.0 g (1,2); however, the slopes of the VPEL-vs-pitch functions at 1.0 g and 1.5 g were indistinguishable. As reported previously also (3,4), the VPEL in darkness was considerably lower at 1.5 g than at 1.0 g; however, although the y-intercept of the VPEL-vs-pitch function in the presence of the 2-line visual field (visual field erect) was also lower at 1.5 g than at 1.0 g as it was in darkness, the G-related difference was significantly attenuated by the presence of the visual field. The quantitative characteristics of the results are consistent with a model in which VPEL is treated as a consequence of an algebraic weighted average or a vector sum of visual and nonvisual influences although the two combining rules lead to fits that are equally good.

Non-NASA Center↗

Factorized visual representations in the primate visual system and deep neural networks

Object classification has been proposed as a principal objective of the primate ventral visual stream and has been used as an optimization target for deep neural network models (DNNs) of the visual system. However, visual brain areas represent many different types of information, and optimizing for classification of object identity alone does not constrain how other information may be encoded in visual representations. Information about different scene parameters may be discarded altogether (‘invariance’), represented in non-interfering subspaces of population activity (‘factorization’) or encoded in an entangled fashion. In this work, we provide evidence that factorization is a normative principle of biological visual representations. In the monkey ventral visual hierarchy, we found that factorization of object pose and background information from object identity increased in higher-level regions and strongly contributed to improving object identity decoding performance. We then conducted a large-scale analysis of factorization of individual scene parameters – lighting, background, camera viewpoint, and object pose – in a diverse library of DNN models of the visual system. Models which best matched neural, fMRI, and behavioral data from both monkeys and humans across 12 datasets tended to be those which factorized scene parameters most strongly. Notably, invariance to these parameters was not as consistently associated with matches to neural and behavioral data, suggesting that maintaining non-class information in factorized activity subspaces is often preferred to dropping it altogether. Thus, we propose that factorization of visual scene information is a widely used strategy in brains and DNN models thereof.

59 BASIC BIOLOGICAL SCIENCES↗

The State of the Art in Visualizing Dynamic Multivariate Networks

Abstract Most real‐world networks are both dynamic and multivariate in nature, meaning that the network is associated with various attributes and both the network structure and attributes evolve over time. Visualizing dynamic multivariate networks is of great significance to the visualization community because of their wide applications across multiple domains. However, it remains challenging because the techniques should focus on representing the network structure, attributes and their evolution concurrently. Many real‐world network analysis tasks require the concurrent usage of the three aspects of the dynamic multivariate networks. In this paper, we analyze current techniques and present a taxonomy to classify the existing visualization techniques based on three aspects: temporal encoding, topology encoding, and attribute encoding. Finally, we survey application areas and evaluation methods; and discuss challenges for future research.

Kale, Bharat↗

Secondary visual workload capability with primary visual and kinesthetic-tactual displays

Subjects performed a cross-adaptive tracking task with a visual secondary display and either a visual or a quickened kinesthetic-tactual (K-T) primary display. The quickened K-T display resulted in superior secondary task performance. Comparisons of secondary workload capability with integrated and separated visual displays indicated that the superiority of the quickened K-T display was not simply due to the elimination of visual scanning. When subjects did not have to perform a secondary task, there was no significant difference between visual and quickened K-T displays in performing a critical tracking task.

Gilson, R. D.↗

The guidance of saccadic eye movements to perceptually mislocalized visual and non-visual targets

The present experiment examined whether saccadic eye movements to visual targets are dependent on the perceived directions of the targets or on their retinally specified directions. Perceptual mislocations of visual targets were induced by having the target light attached to a subject's stationary hand while his biceps or triceps muscle was vibrated. Such vibration leads to apparent extension or flexion of the subject's restrained forearm and perceived visual motion of the stationary target light. Subjects always made accurate saccadic eye movements to a visual target, even when the target was perceptually mislocalized by as much as 20 deg. By contrast, when subjects made saccadic eye movements to a nonvisual target, the location of their hand in the dark, they always looked to the perceived direction of the target even though it did not necessarily correspond to the true direction. These findings indicate that a distinction is maintained between 'reflexive aspects' of oculomotor control related to foveation and the computation of perceived visual direction.

Lackner, J. R.↗

Relating Standardized Visual Perception Measures to Simulator Visual System Performance

Human vision is quantified through the use of standardized clinical vision measurements. These measurements typically include visual acuity (near and far), contrast sensitivity, color vision, stereopsis (a.k.a. stereo acuity), and visual field periphery. Simulator visual system performance is specified in terms such as brightness, contrast, color depth, color gamut, gamma, resolution, and field-of-view. How do these simulator performance characteristics relate to the perceptual experience of the pilot in the simulator? In this paper, visual acuity and contrast sensitivity will be related to simulator visual system resolution, contrast, and dynamic range; similarly, color vision will be related to color depth/color gamut. Finally, we will consider how some characteristics of human vision not typically included in current clinical assessments could be used to better inform simulator requirements (e.g., relating dynamic characteristics of human vision to update rate and other temporal display characteristics).

Kaiser, Mary K.↗

A terminology for in situ visualization and analysis systems

The term "in situ processing" has evolved over the last decade to mean both a specific strategy for visualizing and analyzing data and an umbrella term for a processing paradigm. The resulting confusion makes it difficult for visualization and analysis scientists to communicate with each other and with their stakeholders. To address this problem, a group of over 50 experts convened with the goal of standardizing terminology. This paper summarizes their findings and proposes a new terminology for describing in situ systems. An important finding from this group was that in situ systems are best described via multiple, distinct axes: integration type, proximity, access, division of execution, operation controls, and output type. This paper discusses these axes, evaluates existing systems within the axes, and explores how currently used terms relate to the axes.

97 MATHEMATICS AND COMPUTING↗

A 15-Year Retrospective on Immersive Visualization Lessons from the Applied Visualization Laboratory

This article shares the experiences of operating an immersive visualization laboratory over a 15-year period. The paper discusses valuable insights into the lessons learned from various projects, including the challenges they faced, such as technical difficulties, user adoption, and opportunities, and practical solutions for overcoming them. One crucial element for successful immersive visualization projects is interdisciplinary collaboration. The paper presents the advantages of immersive visualization technology, such as improved data comprehension, enhanced communication, and increased engagement in complex scenarios. We present the dynamic realm of virtual and augmented truth (VR/AR) technology in the context of a immersive laboratory system. We spotlight rising trends inside the integration of VR/AR tools for visualization. We also present our experience in dealing with the hardware and software additives in an immersive VR/AR labs, dropping light on the demanding situations and successes encountered throughout everyday operations. Furthermore, it offers practical knowledge and guidance based on years of experience in the field, which can help you overcome challenges and achieve success in your project.

99 GENERAL AND MISCELLANEOUS↗

Effects of various runway lighting parameters upon the relation between runway visual range and visual range of centerline and edge lights in fog

Thirty six students and 54 commercial airline pilots were tested in the fog chamber to determine the effect of runway edge and centerline light intensity and spacing, fog density, ambient luminance level, and lateral and vertical offset distance of the subject from the runway's centerline upon horizontal visual range. These data were obtained to evaluate the adequacy of a balanced lighting system to provide maximum visual range in fog viewing both centerline and runway edge lights. The daytime system was compared against two other candidate lighting systems; the nighttime system was compared against other candidate lighting systems. The second objective was to determine if visual range is affected by lights between the subject and the farthestmost light visible through the fog. The third objective was to determine if college student subjects differ from commercial airline pilots in their horizontal visual range through fog. Two studies were conducted.

Haines, R. F.↗

Separate visual representations for perception and for visually guided behavior

Converging evidence from several sources indicates that two distinct representations of visual space mediate perception and visually guided behavior, respectively. The two maps of visual space follow different rules; spatial values in either one can be biased without affecting the other. Ordinarily the two maps give equivalent responses because both are veridically in register with the world; special techniques are required to pull them apart. One such technique is saccadic suppression: small target displacements during saccadic eye movements are not preceived, though the displacements can change eye movements or pointing to the target. A second way to separate cognitive and motor-oriented maps is with induced motion: a slowly moving frame will make a fixed target appear to drift in the opposite direction, while motor behavior toward the target is unchanged. The same result occurs with stroboscopic induced motion, where the frame jump abruptly and the target seems to jump in the opposite direction. A third method of separating cognitive and motor maps, requiring no motion of target, background or eye, is the Roelofs effect: a target surrounded by an off-center rectangular frame will appear to be off-center in the direction opposite the frame. Again the effect influences perception, but in half of the subjects it does not influence pointing to the target. This experience also reveals more characteristics of the maps and their interactions with one another, the motor map apparently has little or no memory, and must be fed from the biased cognitive map if an enforced delay occurs between stimulus presentation and motor response. In designing spatial displays, the results mean that what you see isn't necessarily what you get. Displays must be designed with either perception or visually guided behavior in mind.

Bridgeman, Bruce↗

Visual Data Comm: A Tool for Visualizing Data Communication in the Multi Sector Planner Study

Data comm is a new technology proposed in future air transport system as a potential tool to provide comprehensive data connectivity. It is a key enabler to manage 4D trajectory digitally, potentially resulting in improved flight times and increased throughput. Future concepts with data comm integration have been tested in a number of human-in-the-loop studies but analyzing the results has proven to be particularly challenging because future traffic environment in which data comm is fully enabled has assumed high traffic density, resulting in data set with large amount of information. This paper describes the motivation, design, current and potential future application of Visual Data Comm (VDC), a tool for visualizing data developed in Java using Processing library which is a tool package designed for interactive visualization programming. This paper includes an example of an application of VDC on data pertaining to the most recent Multi Sector Planner study, conducted at NASA s Airspace Operations Laboratory in 2009, in which VDC was used to visualize and interpret data comm activities

Lee, Hwasoo Eric↗

NeRVI: Compressive neural representation of visualization images for communicating volume visualization results

We present NeRVI, a new deep-learning approach that compresses a large collection of visualization images generated from time-varying data for communicating volume visualization results. Based on an image-based implicit neural representation, our approach represents tens of thousands of high-resolution rendering images parametrized by different parameters via a hybrid model of multilayer perceptrons and convolutional neural networks. Here, our model predicts images and corresponding masks, and the masks are utilized for loss computation and network training to capture fine structural details and small components. In conjunction with model quantization and weight encoding, NeRVI yields highly compact compressive neural representations while preserving the image fidelity well. We demonstrate the effectiveness of NeRVI with isosurface rendering and direct volume rendering images generated from multiple data sets and compare NeRVI with other state-of-the-art deep learning-based (InSituNet, SIREN, NeRF, and NeRV) methods. Quantitative and qualitative results show that NeRVI provides an alternative solution that augments domain scientists' ability to manage, represent, and communicate scientific visualization output.

97 MATHEMATICS AND COMPUTING↗