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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

Exploring thermal state in mixed immersive virtual environments

Combining immersive virtual environment (IVE) with a controlled environment is a potential solution for analyzing human thermal experience during building design. Existing studies in this field have not adequately analyzed scenarios involving stabilized comfortable and uncomfortable temperature conditions using both thermal state votes and physiological responses, or the influence of the seasons. By combining IVE with a climate chamber, called mixed IVE (MIVE) in this study, experiments were conducted to test the hypothesis that participants' virtual experience did not significantly alter their thermal experience compared to their in-situ experience. Response variables were the control temperature distribution, the thermal state vote (at temperature steps 18.3 °C, 23.8 °C, and 29.4 °C), and physiological responses (heart rate and skin temperature). The results show that the first two response variables were not significantly different between the MIVE and in-situ settings (except for one case). Due to the heat development of the head mounted display device, the mean forehead skin temperature in the MIVE experiments was significantly higher than that in the in-situ experiments in most cases. Furthermore, such difference in skin temperature did not seem to affect general thermal state votes. In addition, significant skin temperature differences at some locations were also observed between the MIVE and in-situ settings.

42 ENGINEERING↗

State of the Art of Molecular Visualization in Immersive Virtual Environments

Abstract Visualization plays a crucial role in molecular and structural biology. It has been successfully applied to a variety of tasks, including structural analysis and interactive drug design. While some of the challenges in this area can be overcome with more advanced visualization and interaction techniques, others are challenging primarily due to the limitations of the hardware devices used to interact with the visualized content. Consequently, visualization researchers are increasingly trying to take advantage of new technologies to facilitate the work of domain scientists. Some typical problems associated with classic 2D interfaces, such as regular desktop computers, are a lack of natural spatial understanding and interaction, and a limited field of view. These problems could be solved by immersive virtual environments and corresponding hardware, such as virtual reality head‐mounted displays. Thus, researchers are investigating the potential of immersive virtual environments in the field of molecular visualization. There is already a body of work ranging from educational approaches to protein visualization to applications for collaborative drug design. This review focuses on molecular visualization in immersive virtual environments as a whole, aiming to cover this area comprehensively. We divide the existing papers into different groups based on their application areas, and types of tasks performed. Furthermore, we also include a list of available software tools. We conclude the report with a discussion of potential future research on molecular visualization in immersive environments.

97 MATHEMATICS AND COMPUTING↗

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↗

Virtual Environment Platform for OT/IT Training Enhancement

TRADITIONAL TECHNIQUES OT/IT Concepts Operational Technology (OT) and Information Technology (IT) concepts can often be difficult to visualize Teaching Methods Traditional teaching methods lack the intuitive & immersive aspects of hands-on activities Caveat: Unless taught by Team B! Physical Limitations Digital Twins require existing systems/hardware to mirror UPDATED TECHNIQUES Virtual Environment By making use of a virtual environment, we can represent abstract concepts in a more approachable and digestible way Increased Engagement Students are more engaged with the activities and are more likely to retain the information they are given. New/Emerging Technologies As the system is currently growing and developing, the technologies in use, as well as those represented by the system, stay up-to-date.

Deroller, Nicholas F.↗

Incident exercise in a virtual environment

An incident simulation system supports an incident exercise in a virtual environment. The incident simulation system accesses a simulation plan defining an incident within a theater of operation. The incident simulation system simulates the incident exercise by displaying, to a participant in the incident exercise, images representing what the participant would see within the theater of operation as the participant moves within the theater of operation. The incident simulation system further simulates the incident by generating incident data indicating effects of the incident at target locations and at target times as the participant moves within the theater of operation. The incident simulation system further simulates the incident by displaying to the participant images representing the user experience that a detector would provide based on the generated incident data.

97 MATHEMATICS AND COMPUTING↗

Incident exercise in a virtual environment

An incident simulation system supports an incident exercise in a virtual environment. The incident simulation system accesses a simulation plan defining an incident within a theater of operation. The incident simulation system simulates the incident exercise by displaying, to a participant in the incident exercise, images representing what the participant would see within the theater of operation as the participant moves within the theater of operation. The incident simulation system further simulates the incident by generating incident data indicating effects of the incident at target locations and at target times as the participant moves within the theater of operation. The incident simulation system further simulates the incident by displaying to the participant images representing the user experience that a detector would provide based on the generated incident data.

White, Gregory K.↗

Incident exercise in a virtual environment

An incident simulation system supports an incident exercise in a virtual environment. The incident simulation system accesses a simulation plan defining an incident within a theater of operation. The incident simulation system simulates the incident exercise by displaying, to a participant in the incident exercise, images representing what the participant would see within the theater of operation as the participant moves within the theater of operation. The incident simulation system further simulates the incident by generating incident data indicating effects of the incident at target locations and at target times as the participant moves within the theater of operation. The incident simulation system further simulates the incident by displaying to the participant images representing the user experience that a detector would provide based on the generated incident data.

White, Gregory K.↗

Object manipulation in immersive virtual environments: Hand Motion tracking technology and snap-to-fit function

There have been recent efforts to use virtual reality and manipulation to train construction workers and inspection. However, there is a lack of research efforts comparing and evaluating virtual manipulation hardware for construction tasks. Moreover, the current practice of virtual manipulation has limited functionality to guide users with the placement of objects in virtual environments. To address these issues, this paper presents 1) a detailed case study that compares three types of manipulation hardware (image-based, infrared-based, and magnetic-based) for construction applications and 2) a snap-to-fit method that improves the VM through solving limitations of the advanced virtual reality interaction metaphors. The latter enhances the placement process for manipulation by comparing two models (e.g., scan and BIM models) for proper placement in assembly scenarios. Finally, the case study results show that magnetic-based systems outperform others in construction scenarios. Lastly, the snap-to-fit function was validated in terms of accuracy and time performance.

42 ENGINEERING↗

Onboarding in a Virtual Environment

A need for a standardized Division 10000 onboarding program for virtual hires was identified by management to formalize the way employees and interns are onboarded and trained into Division 10000. This white paper provides effective short and long-term suggestions in the efforts of improving virtual onboarding. Data suggests that remote work is going to become the forefront of many industry practices, which indicates the need of a standardized virtual onboarding practices. With our research, gap assessments, benchmarking, and conducting interviews both internally and externally, we found that clarity, culture, and connection proved to be the strongest solutions in order to maintain Sandia’s competitive edge and sustain workers both remote and in-person.

99 GENERAL AND MISCELLANEOUS↗

Mobile Hot Cell Digital Twin using Immersive Virtual Environment

Sealed radioactive sources are utilized for a wide range of applications across nuclear facilities, universities, hospitals, and industry. When these sources reach the end of their serviceable life, they become waste. This radioactive waste then goes through a process of recapture and then transfer to long term storage. With the advancement of technology in conjunction with better accessibility of technology, industries are exploring the use of digital automation to enhance productivity, efficiency, and safety while minimizing operation and maintenance costs, health and environmental risks, and uncertainty in the project life cycles. One area for exploration and the use of Digital Twin for providing a robust, versatile, and safe solution for recapturing spent sources.

61 RADIATION PROTECTION AND DOSIMETRY↗

Simulating the Autonomous Future: A Look at Virtual Vehicle Environments and How to Validate Simulation Using Public Data Sets

The rapid evolution of autonomous vehicles (AVs) has exposed the need for fast-paced development and testing processes of a variety of perception, planning, and control algorithms. To expedite development, the AV industry and researchers leverage virtual vehicle environments to simulate a range of test scenarios that may otherwise be costly or difficult to conduct on a real test track. However, the various virtual environments may have different results depending on the fidelity of various simulation features, such as vehicle dynamics, sensor simulation, and environment recreation. Herein, this tutorial article examines a proposed framework for constructing, parameterizing, and validating a virtual vehicle environment using an existing AV data set. First, an overview of several open source and commercially available simulation tools, including their associated workflows, for scene and scenario creation is presented. Next, various open AV data sets are examined to inform the data set selection for the validation framework. Then, an example workflow of recreating a real-world scene from the selected data set in a simulation tool with various emulated sensors parameterized to match the data set is demonstrated. Finally, an example AV-perception algorithm is subjected to data streams from virtual and real-world environments and suggested metrics for analyzing the results are discussed.

42 ENGINEERING↗

Pxl

The code consists of several scripts. The image is fetched from a predefined URL, downloaded, and is displayed in the virtual environment at a predefined location. The image is also dynamically scaled to fit in the virtual environment depending on its size. The image is sent to have each pixel's value written to a CSV file. While the CSV is being written, a dictionary is populated with values that map each pixel to a temperature reading. The image's height, width, position and references to its corners are sent to make a button that is the same size as the image and placed right behind the image in the virtual scene. The button defines behavior that should be triggered when the user pushes the image. Unity provides visual cues that alert the user when they are about to touch something in the virtual environment. The code holds references to the cues for the left and right hands. The button queries the cue tracker and receives the position of the active cue in the form of a 3D vector. The 3D vector is compared to the bottom left corner of the image to transform the world space coordinates of the cue to the pixel space of the image. The specific pixel is approximated relative to how far left and up the user touched from the bottom left corner of the image. The approximated pixel value, which is represented as a coordinate in 2D space, is used to retrieve the temperature value associated with the approximated pixel. A window of text is then updated to display the temperature reading.

. Otis, KrystianeS [Idaho National Laboratory (INL↗

Visual feedback and guided balance training in an immersive virtual reality environment for lower extremity rehabilitation

Balance training is essential for physical rehabilitation procedures, as it can improve functional mobility and enhance cognitive coordination. However, conventional balance training methods may have limitations in terms of motivation, real-time objective feedback, and personalization, which a virtual reality (VR) setup may provide a better alternative. In this work, we present an immersive VR training environment for lower extremity balance rehabilitation with real-time guidance and feedback. The VR training environment immerses the user in a 3D ice rink model where a virtual coach (agent) leads them through a series of balance poses, and the user controls a trainee avatar with their own movements. Here we developed two coaching styles: positive-reinforcement and autonomous-supportive, and two viewpoints of the trainee avatar: first-person and third-person. The proposed environment was evaluated in a user study with healthy, non-clinical participants (n = 16, 24.4 ± 5.7 years old, 9 females). Our results show that participants showed stronger performance in the positive-reinforcement style compared to the autonomous-supportive style. Additionally, in the third-person viewpoint, the participants exhibited more stability in the positive-reinforcement style compared to the autonomous-supportive style. For viewpoint, participants exhibited stronger performance in the first-person viewpoint compared to third-person in the autonomous-supportive style, while they were comparable in the positive-reinforcement style. We observed no significant effects on the foot height and number of mistakes. Furthermore, we report the analysis of user performance with balance training poses and subjective measures based on questionnaires to assess the user experience, usability, and task load. The proposed VR balance training could offer an interactive, adaptive, and engaging environment and open new potential research directions for lower extremity rehabilitation.

97 MATHEMATICS AND COMPUTING↗