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At least 19 records

Electronic Visualization Laboratory's 50th Anniversary Retrospective: Look to the Future, Build on the Past

September 2023 marks the 50th anniversary of the Electronic Visualization Laboratory (EVL) at University of Illinois Chicago (UIC). EVL's introduction of the CAVE Automatic Virtual Environment in 1992, the first widely replicated, projection-based, walk-in, virtual-reality (VR) system in the world, put EVL at the forefront of collaborative, immersive data exploration and analytics. However, the journey did not begin then. Since its founding in 1973, EVL has been developing tools and techniques for real-time, interactive visualizations—pillars of VR. But EVL's culture is also relevant to its successes, as it has always been an interdisciplinary lab that fosters teamwork, where each person's expertise contributes to the development of the necessary tools, hardware, system software, applications, and human interface models to solve problems. Over the years, as multidisciplinary collaborations evolved and advanced scientific instruments and data resources were distributed globally, the need to access and share data and visualizations while working with colleagues, local and remote, synchronous and asynchronous, also became important fields of study. This paper is a retrospective of EVL's past 50 years that surveys the many networked, immersive, collaborative visualization and VR systems and applications it developed and deployed, as well as lessons learned and future plans.

Johnson, Andrew E.↗

Ascribe XR v0.1.0

Ascribe XR is an immersive visualization software designed for scientists and engineers working with 3D data sets. Its key features include interactive exploration, multi-user collaboration, and flexible data import capabilities, supporting various formats such as meshes, volumes, and terrain maps. The software utilizes Godot, OpenXR and PC-VR technology to provide an immersive experience. Ascribe XR is used for data analysis, visualization, and collaboration in various fields, enabling users to gain deeper insights into complex data sets. Its advantages over similar technologies include its flexibility, customizability, and ease of use. Ascribe XR's interactive and immersive environment facilitates collaboration and accelerates the discovery process. Compared to traditional 2D visualization tools, Ascribe XR offers a more engaging and intuitive experience, allowing users to explore complex data sets in a more natural and interactive way. Its ability to support multi-user collaboration and flexible data import capabilities make it a versatile tool for various applications. Overall, Ascribe XR provides a unique combination of features, usability, and performance, making it an attractive solution for scientists and engineers working with 3D data sets.

Pandolfi, Ronald [Lawrence Berkeley National Labor↗

Large-Scale Visualization of 3D Unstructured Groundwater Model Using Cave Automated Virtual Environment

The immersive three-dimensional (3D) virtual reality (VR) visualization of groundwater models allows us to deepen our understanding of aquifer systems and provide better solutions to present groundwater-related problems, such as groundwater recharge, water quality, and sustainability. Visualization assists in accurately developing groundwater models and revealing important subsurface features, including faulting, folding, and unconformity. However, assessing model accuracy poses challenges due to the complexity of geology and groundwater systems. This research demonstrates a workflow to visualize and analyze raw 3D unstructured groundwater model data using an immersive Cave Automated Virtual Environment (CAVE). To visualize the unstructured groundwater model data, the raw dataset is converted into interactive CAVE-compatible formats utilizing a set of tools: ParaView, Blender, and Unity. This enables researchers to immerse themselves in the data, identifying influential patterns and relationships. e resulting insights can inform the development of sophisticated machine-learning models for groundwater level prediction. The CAVE’s immersive capabilities allow intuitive exploration from various perspectives, providing a more holistic understanding of the factors affecting groundwater levels. These insights are crucial to improve predictive models. The CAVE results also facilitate collaborative analysis and have potential applications in training and education. is research demonstrates the value of immersive VR tools such as the CAVE for unraveling intricacies within high-dimensional scientific data to drive real-world forecasting and modeling applications.

54 ENVIRONMENTAL SCIENCES↗

US-UK fusion energy collaborations in the digital space

The US and UK share the vision for fusion as a vital part of the clean energy future. This vision is reflected in the respective national plans in the form of the Bold Decadal Vision for Commercial Fusion (BDV) in the US and the Spherical Tokamak for Energy Production (STEP) program in the UK. Digital tools such as simulation and control frameworks, design tools, AI/ML, high performance computing (HPC), and virtual reality (VR) will play an important role in developing, diagnosing, operating, and further improving burning-plasma-class fusion power plants. Therefore, a collaborative approach, involving both the public and private sectors, to developing these digital tools can accelerate the path to fusion energy commercialization. In this report we discuss previous and ongoing collaborations and opportunities to expand these collaborations into new areas. We conclude this report with near term actions and a vision of the collaboration to the Joint Coordinating Committee.

70 PLASMA PHYSICS AND FUSION TECHNOLOGY↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Commercialization of JPL Virtual Reality calibration and redundant manipulator control technologies

Within NASA's recent thrust for industrial collaboration, JPL (Jet Propulsion Laboratory) has recently established two technology cooperation agreements in the robotics area: one on virtual reality (VR) calibration with Deneb Robotics, Inc., and the other on redundant manipulator control with Robotics Research Corporation (RRC). These technology transfer cooperation tasks will enable both Deneb and RRC to commercialize enhanced versions of their products that will greatly benefit both space and terrestrial telerobotic applications.

Kim, Won S.↗

Collaborative Mission Design at NASA Langley Research Center

NASA Langley Research Center (LaRC) has developed and tested two facilities dedicated to increasing efficiency in key mission design processes, including payload design, mission planning, and implementation plan development, among others. The Integrated Design Center (IDC) is a state-of-the-art concurrent design facility which allows scientists and spaceflight engineers to produce project designs and mission plans in a real-time collaborative environment, using industry-standard physics-based development tools and the latest communication technology. The Mission Simulation Lab (MiSL), a virtual reality (VR) facility focused on payload and project design, permits engineers to quickly translate their design and modeling output into enhanced three-dimensional models and then examine them in a realistic full-scale virtual environment. The authors were responsible for envisioning both facilities and turning those visions into fully operational mission design resources at LaRC with multiple advanced capabilities and applications. In addition, the authors have created a synergistic interface between these two facilities. This combined functionality is the Interactive Design and Simulation Center (IDSC), a meta-facility which offers project teams a powerful array of highly advanced tools, permitting them to rapidly produce project designs while maintaining the integrity of the input from every discipline expert on the project. The concept-to-flight mission support provided by IDSC has shown improved inter- and intra-team communication and a reduction in the resources required for proposal development, requirements definition, and design effort.

Gough, Kerry M.↗

Virtual Reality Simulation of the International Space Welding Experiment

Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) It involves 3-dimensional computer graphics; (2) It includes real-time feedback and response to user actions; and (3) It must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, and we have therefore implemented a VR trainer for the International Space Welding Experiment. My role in the development of the ISWE trainer consisted of the following: (1) created texture-mapped models of the ISWE's rotating sample drum, technology block, tool stowage assembly, sliding foot restraint, and control panel; (2) developed C code for control panel button selection and rotation of the sample drum; (3) In collaboration with Tim Clark (Antares Virtual Reality Systems), developed a serial interface box for the PC and the SGI Indigo so that external control devices, similar to ones actually used on the ISWE, could be used to control virtual objects in the ISWE simulation; (4) In collaboration with Peter Wang (SFFP) and Mark Blasingame (Boeing), established the interference characteristics of the VIM 1000 head-mounted-display and tested software filters to correct the problem; (5) In collaboration with Peter Wang and Mark Blasingame, established software and procedures for interfacing the VPL DataGlove and the Polhemus 6DOF position sensors to the SGI Indigo serial ports. The majority of the ISWE modeling effort was conducted on a PC-based VR Workstation, described below.

Phillips, James A.↗

LatticeAnalytics: Strut-Level Visualization and Inspection of Additively Manufactured Lattice Structures

Additive manufacturing (AM) is revolutionizing the production of custom components with complex internal geometries, essential for high-performance applications in diverse fields such as medicine and defense. These AM parts optimize strength while minimizing weight by utilizing internal lattice structures consisting of large quantities of small interconnected struts. However, the complexity of these structures, combined with the challenges of using X-ray Computed Tomography (XCT) data, makes validation of part reliability difficult. This ultimately inhibits the development of novel parts for our collaborating material scientists. Here, we introduce LatticeAnalytics, a novel framework specifically designed for visual inspection of defects in these lattice structures. Our framework offers an end-to-end solution that includes the data management of XCT scans, enables remote access for geographically dispersed teams through a web-based dashboard, and incorporates novel visualizations. Our analysis is facilitated by a coarse alignment between the lattice’s nominal model, a spatial graph, and the XCT data. We employ a simple VR-based approach for fast and rough alignment, followed by an offline registration and identification of the struts. With the nodes and struts aligned and identified in the volume, our framework allows querying of subvolumes containing a single strut at multiple resolutions. This avoids computation over the entire lattice and also allow for easy parallelization of down-stream computations, such as strut-specific metrics. To depict a fast overview of the strut quality, we introduce two innovative visual encodings, crucial for our collaborators’ research in creating novel AM parts: the Contour View and the Roughness Map, which depict critical geometrical and surface features of individual struts in standardized two 2D views. We evaluated the integrated system through expert interviews. The feedback confirms the framework’s practicality and its effectiveness in enhancing current inspection workflows. It solves major bottlenecks for our collaborators, ultimately helping them create novel parts with advanced properties.

Miao, Haichao [Lawrence Livermore National Laborat↗

Scientific Visualization & Modeling for Earth Systems Science Education

Providing research experiences for undergraduate students in Earth Systems Science (ESS) poses several challenges at smaller academic institutions that might lack dedicated resources for this area of study. This paper describes the development of an innovative model that involves students with majors in diverse scientific disciplines in authentic ESS research. In studying global climate change, experts typically use scientific visualization techniques applied to remote sensing data collected by satellites. In particular, many problems related to environmental phenomena can be quantitatively addressed by investigations based on datasets related to the scientific endeavours such as the Earth Radiation Budget Experiment (ERBE). Working with data products stored at NASA's Distributed Active Archive Centers, visualization software specifically designed for students and an advanced, immersive Virtual Reality (VR) environment, students engage in guided research projects during a structured 6-week summer program. Over the 5-year span, this program has afforded the opportunity for students majoring in biology, chemistry, mathematics, computer science, physics, engineering and science education to work collaboratively in teams on research projects that emphasize the use of scientific visualization in studying the environment. Recently, a hands-on component has been added through science student partnerships with school-teachers in data collection and reporting for the GLOBE Program (GLobal Observations to Benefit the Environment).

Chaudhury, S. Raj↗

RMIT AR Android Application Abstract

This summer, I've worked as an intern for IT-C1's Rapid Model Import Tool (RMIT) project under Bill Little. The goal of this project was to develop a mobile application for IT-C1's larger project, RMIT, so that it could be deployed in a convenient way. The current function of RMIT is to import file types that are not normally compatible with the Unity 3D software development engine and make them into files that can be placed into Unity for the specific purpose of viewing CAD models in virtual reality (VR). The mobile application that I worked on uses augmented reality (AR), using the camera on a mobile device, to show virtual models in the real world for the purpose of visualization and understanding. In addition to single-player capabilities, this application will include a multi-player mode so that collaborating engineers can see each other's work on their own devices.Working on this application required many steps. First, I hard to learn a lot about how mobile development is different from desktop development, and what the limitations of augmented reality are at its current state. From there, I was assigned new tasks and goals every two weeks, which included addingground plane and air plane functionality, designing a user interface, adding multi-player capability and allowing the user to manipulate models placed in a scene.

Dorian Thompson↗

Assimilation of Dual-Polarimetric Radar Observations with WRF GSI

Dual-polarimetric (dual-pol) radar typically transmits both horizontally and vertically polarized radio wave pulses. From the two different reflected power returns, more accurate estimate of liquid and solid cloud and precipitation can be provided. The upgrade of the traditional NWS WSR-88D radar to include dual-pol capabilities will soon be completed for the entire NEXRAD network. Therefore, the use of dual-pol radar network will have a broad impact in both research and operational communities. The assimilation of dual-pol radar data is especially challenging as few guidelines have been provided by previous research. It is our goal to examine how to best use dual-pol radar data to improve forecast of severe storm and forecast initialization. In recent years, the Development Testbed Center (DTC) has released the community Gridpoint Statistical Interpolation (GSI) DA system for the Weather Research and Forecasting (WRF) model. The community GSI system runs in independently environment, yet works functionally equivalent to operational centers. With collaboration with the NASA Short-term Prediction Research and Transition (SPoRT) Center, this study explores regional assimilation of the dual-pol radar variables from the WSR-88D radars for real case storms. Our presentation will highlight our recent effort on incorporating the horizontal reflectivity (ZH), differential reflectivity (ZDR), specific differential phase (KDP), and radial velocity (VR) data for initializing convective storms, with a significant focus being on an improved representation of hydrometeor fields. In addition, discussion will be provided on the development of enhanced assimilation procedures in the GSI system with respect to dual-pol variables. Beyond the dual-pol variable assimilation procedure developing within a GSI framework, highresolution (≤1 km) WRF model simulations and storm scale data assimilation experiments will be examined, emphasizing both model initialization and short-term forecast of precipitation fields and processes. Further details of the methodology of data assimilation, the impact of different dual-pol variables, the influence on precipitation forecast will be presented at the conference.

Li, Xuanli↗

Assimilation of Dual-Polarimetric Radar Observations with WRF GSI

Dual-polarimetric (dual-pol) radar typically transmits both horizontally and vertically polarized radio wave pulses. From the two different reflected power returns, more accurate estimate of liquid and solid cloud and precipitation can be provided. The upgrade of the traditional NWS WSR-88D radar to include dual-pol capabilities will soon be completed for the entire NEXRAD network. Therefore, the use of dual-pol radar network will have a broad impact in both research and operational communities. The assimilation of dual-pol radar data is especially challenging as few guidelines have been provided by previous research. It is our goal to examine how to best use dual-pol radar data to improve forecast of severe storm and forecast initialization. In recent years, the Development Testbed Center (DTC) has released the community Gridpoint Statistical Interpolation (GSI) DA system for the Weather Research and Forecasting (WRF) model. The community GSI system runs in independently environment, yet works functionally equivalent to operational centers. With collaboration with the NASA Short-term Prediction Research and Transition (SPoRT) Center, this study explores regional assimilation of the dual-pol radar variables from the WSR-88D radars for real case storms. Our presentation will highlight our recent effort on incorporating the horizontal reflectivity (ZH), differential reflectivity (ZDR), specific differential phase (KDP), and radial velocity (VR) data for initializing convective storms, with a significant focus being on an improved representation of hydrometeor fields. In addition, discussion will be provided on the development of enhanced assimilation procedures in the GSI system with respect to dual-pol variables. Beyond the dual-pol variable assimilation procedure developing within a GSI framework, highresolution (≤1 km) WRF model simulations and storm scale data assimilation experiments will be examined, emphasizing both model initialization and short-term forecast of precipitation fields and processes. Further details of the methodology of data assimilation, the impact of different dual-pol variables, the influence on precipitation forecast will be presented at the conference.

Li, Xuanli↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Expanding Impact with the James Webb Space Telescope: Combining Art, Science, and Technology for Public Outreach

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗