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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

Virtual Special Issue on Catalysis at the U.S. Department of Energy’s National Laboratories

Catalysis research at the U.S. Department of Energy's (DOE's) National Laboratories covers a wide range of research topics in heterogeneous catalysis, homogeneous/molecular catalysis, biocatalysis, electrocatalysis, and surface science. Since much of the work at National Laboratories is funded by DOE, the research is largely focused on addressing DOE's mission to ensure America's security and prosperity by addressing its energy, environmental, and nuclear challenges through transformative science and technology solutions. The catalysis research carried out at the DOE National Laboratories ranges from very fundamental catalysis science, funded by DOE's Office of Basic Energy Sciences (BES), to applied research and development (R&D) in areas such as biomass conversion to fuels and chemicals, fuel cells, and vehicle emission control with primary funding from DOE's Office of Energy Efficiency and Renewable Energy.

09 BIOMASS FUELS↗

Implementing Inertial Control for PMSG-WTG in Region 2 Using Virtual Synchronous Generator with Multiple Virtual Rotating Masses

With the increasing integration of renewable energy, the problems associated with a deteriorating grid frequency profile and potential power system instability have become more significant. In this paper, the inertial control algorithm using a virtual synchronous generator (VSG) is implemented on a Type 4 permanent magnet synchronous generator (PMSG) wind turbine generator (WTG). The overall nonlinear dynamic model and its small-signal linearization of the PMSG-WTG using a VSG is established and comprehensively analyzed. Inevitably, the direct application of the VSG introduces a large inertia, which causes conflict between the fast variance of available wind power and inverter control with slow dynamics, particularly in Region 2 of the wind turbine. Aiming to address such issues, a VSG with multiple virtual rotating masses is proposed to improve the active power tracking performance as well as to boost the inertial control of a VSG. The inertial responses are verified in a modified 10-MVA IEEE 14-bus microgrid system. The assessment of the simulation results demonstrates the applicability of the VSG on renewable energy generation units.

17 WIND ENERGY↗

An Open-Source Virtual Testbed for a Real Net-Zero Energy Community

Net zero energy communities (NZECs) are critical to ensure sustainability and resilience of modernized power systems. System modeling helps overcome technical challenges in designing and operating NZECs. In this paper, we present the modeling work based on a real NZEC. Two sets of models are developed: higher-fidelity physics-based models considering the interaction between subsystems of the studied NZEC and capturing fast-dynamics; and lower-fidelity data-driven models requiring less resource to establish and/or run. All models are validated against measurements from this real NZEC. In addition, we create a simulation framework which streamlines the processes for simulation and thus allows using developed models to form a virtual testbed. To demonstrate the usage of the virtual testbed, a case study is conducted where a building-to-grid integration control is evaluated via simulation. The evaluation results suggest that the tested control significantly smooths the power draw of the studied community and doesn’t sacrifice the thermal comfort to a great extent.

Huang, Sen↗

PV Inverter Fault Response Including Momentary Cessation, Frequency-Watt, and Virtual Inertia

This paper presents two photovoltaic (PV) inverter control methods and an analysis of the two under a significant three-phase transmission line fault contingencies in the Hawaiian island of Oahu power system. Simulations are presented for the two control methods on the island power system with a high penetration of PV generation, approximately 40% of the total. The two control methods discussed are similar: one is a proportional frequency-watt controller, and the second is a proportional-derivative controller, a frequency-watt controller with virtual inertia. Both methods can be beneficial for fast frequency support. The inverter model also emulates inverter fault response including 'momentary cessation' and recovery during low voltage events. The study presented in this paper utilizes a validated power system model of the Hawaiian island of Oahu, modified to include PV resources with the two custom developed control models. Dynamic simulations with PSS/E are presented during a significant transmission line three-phase fault contingency. Simulations are presented with and without PV reserve margin. In addition, a parameter sensitivity analysis is presented for the control methods. Results indicate both methods can significantly improve system response during fault events. Findings indicate that transmission faults can produce severe frequency events, and that fast recovery from momentary cessation is crucial to mitigate severity.

14 SOLAR ENERGY↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Working Group Reports and Presentations: Virtual Worlds and Virtual Exploration

Scientists and engineers are continually developing innovative methods to capitalize on recent developments in computational power. Virtual worlds and virtual exploration present a new toolset for project design, implementation, and resolution. Replication of the physical world in the virtual domain provides stimulating displays to augment current data analysis techniques and to encourage public participation. In addition, the virtual domain provides stakeholders with a low cost, low risk design and test environment. The following document defines a virtual world and virtual exploration, categorizes the chief motivations for virtual exploration, elaborates upon specific objectives, identifies roadblocks and enablers for realizing the benefits, and highlights the more immediate areas of implementation (i.e. the action items). While the document attempts a comprehensive evaluation of virtual worlds and virtual exploration, the innovative nature of the opportunities presented precludes completeness. The authors strongly encourage readers to derive additional means of utilizing the virtual exploration toolset.

LAmoreaux, Claudia↗

Using virtual menus in a virtual environment

Virtual environment interfaces to computer programs in several diverse application areas are currently being developed. The users of virtual environments will require many different methods to interact with the environments and the objects in them. This paper reports on our use of virtual menus as a method of interacting with virtual environments. Several aspects of virtual environments make menu interactions different from interactions with conventional menus. We review the relevant aspects of conventional menus and virtual environments, in order to provide a frame of reference for the design of virtual menus. We discuss the features and interaction methodologies of two different versions of virtual menus which have been developed and used in our lab. We also examine the problems associated with our original version, and the enhancements incorporated into our current version.

Jacoby, Richard H.↗

Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

Searcy, Brittani↗

Rapid prototyping 3D virtual world interfaces within a virtual factory environment

On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

Kosta, Charles Paul↗

Enabling High Availability Service with oVirt Virtualization and CephFS

The online computing environment at STAR has generated demand for high availability of services (HAS) and a resilient uptime guarantee. Such services include databases, webservers, and storage systems that user and sub-systems tend to rely on for their critical workflows. Standard deployment of services on bare metal creates a problem if the fundamental hardware fails or loses connectivity. Additionally, the configuration of redundant failover nodes (a secondary Web service for example) requires constant syncing of configuration and content and sometimes manual interaction for switching hardware (DNS name comes to mind). For this project, we will focus on two tools: oVirt and Ceph. oVirt is an OpenSource virtualization management application that enables central management of hardware nodes, storage, and network resources used to deploy and monitor virtual machines. oVirt supports the deployment of a virtual environment for your data center leveraging automatic provisioning, live migration, and the ability to easily scale the number of hypervisors. oVirt enables the use of multiple storage technologies where you can store virtual machines, images, and templates within one or multiple storage systems. STAR's recent efforts focused on deploying a CephFS POSIX compliant distributed storage system, we would enable the ability to couple our Ceph storage with the oVirt virtualization management system. When designing an intricate system for hosting critical services, it is a requirement to circumvent single points of failure. This work will involve the testing and viability of such an approach along with test cases for high availability, live migration, and service on demand.

73 NUCLEAR PHYSICS AND RADIATION PHYSICS↗

The Virtual Climate Data Server (vCDS): An iRODS-Based Data Management Software Appliance Supporting Climate Data Services and Virtualization-as-a-Service in the NASA Center for Climate Simulation

Scientific data services are becoming an important part of the NASA Center for Climate Simulation's mission. Our technological response to this expanding role is built around the concept of a Virtual Climate Data Server (vCDS), repetitive provisioning, image-based deployment and distribution, and virtualization-as-a-service. The vCDS is an iRODS-based data server specialized to the needs of a particular data-centric application. We use RPM scripts to build vCDS images in our local computing environment, our local Virtual Machine Environment, NASA s Nebula Cloud Services, and Amazon's Elastic Compute Cloud. Once provisioned into one or more of these virtualized resource classes, vCDSs can use iRODS s federation capabilities to create an integrated ecosystem of managed collections that is scalable and adaptable to changing resource requirements. This approach enables platform- or software-asa- service deployment of vCDS and allows the NCCS to offer virtualization-as-a-service: a capacity to respond in an agile way to new customer requests for data services.

Schnase, John L.↗

What, why and when to go virtual: An international analysis of early adopters of virtual building energy codes inspections

To meet greenhouse gas reduction targets, several countries are pursuing more ambitious policies in their buildings and construction sectors, such as introducing zero net energy/carbon building codes. Countries often report not having enough qualified staff for performing building energy code inspections and many are exploring faster, easier, and more reliable methods to check the compliance of buildings with their codes. Building inspections are a critical element for ensuring code compliance and they have traditionally been performed in person. However, in-person inspections can be labor and travel intensive, costly, and prone to human error. In this paper, the authors explore how virtual inspections, particularly in light of the recent COVID-19 pandemic, have impacted processes for building code compliance checks in jurisdictions and communities around the world. Here, the authors collected data on four key parameters (time and financial savings, scope of inspections, changing practices and technological innovation, and benefits to consumers) from six jurisdictions and communities in five countries (Australia, Canada, Singapore, United Arab Emirates, and the United States) to analyze the impacts of virtual inspections on code compliance checks. The analysis found the greatest value from virtual inspections in geographically dispersed regions and for cities experiencing rapid building construction. The study also explored emerging technologies that are being piloted for virtual inspections. Although many of these technologies hold promise, more resources and capacity are needed to make them viable for use in building energy code inspections.

29 ENERGY PLANNING, POLICY, AND ECONOMY↗

Adaptation of Commercial Current-Controlled Inverters for Operation with Virtual Oscillator Control

Virtual oscillator control (VOC) is a decentralized time-domain control technique for ac microgrids where inverters are regulated to emulate the dynamics of weakly nonlinear oscillators. VOC enables the design of modular and scalable systems where inverters can synchronize and share power without communication and in near real-time. In this paper, we show how off-the-shelf commercial inverters with current control can be reprogrammed to behave as voltage sources with virtual oscillator dynamics for deployment in islanded settings. We focus on commercial grid-tied inverters that have an inner current-control loop and show how the outer-loop controls can be straightforwardly modified to enable voltage-control-mode operation. To illustrate the practicality and ease of our approach, the proposed strategy was implemented on a 3.2 kVA experimental test bed composed of 10 SunPower-brand micro-inverters with special firmware for VOC implementation. Results from the experiments not only demonstrate feasibility of the proposed dual-loop VOC architecture on a hardware setup but also show improved voltage regulation due to the additional voltage control loop.

24 POWER TRANSMISSION AND DISTRIBUTION↗

Virtual Environment for Testing Software-Defined Networking Solutions for Scientific Workflows

Recent developments in software-defined infrastructures promise that scientific workflows utilizing supercomputers, instruments, and storage systems will be dynamically composed and orchestrated using software at unprecedented speed and scale in the near future. Testing of the underlying networking software, particularly during initial exploratory stages, remains a challenge due to potential disruptions, and resource allocation and coordination needed over the multi-domain physical infrastructure. To overcome these challenges, we develop the Virtual Science Network Environment (VSNE) that emulates the multi-site host, storage, and network infrastructure using Virtual Machines (VMs), wherein the production and nascent software can be tested. Within each VM, which represents a site, the hosts and local-area networks are emulated using Mininet, and the Software-Defined Network (SDN) controllers and service daemon codes are natively run to support dynamic provisioning of network connections. Additionally, Lustre filesystem support at the sites and an emulation of the long-haul network using Mininet, are provided using separate VMs. As case studies, we describe Lustre file transfers using XDD, Red5 streaming service demonstration, and an emulated experiment with remote monitoring and steering modules, all supported over dynamically configured connections using SDN controllers.

97 MATHEMATICS AND COMPUTING↗

New Virtual Test Bed Capabilities: Virtual DOME Model and New Updates to Repository

The Department of Energy (DOE) Office of Nuclear Energy National Reactor Innovation Center accelerates the deployment of novel reactor concepts by establishing both physical and virtual spaces for building and testing various components, systems, and complete pilot plants. The Virtual Test Bed represents the virtual arm of the National Reactor Innovation Center and is a joint effort with the DOE Nuclear Energy Advanced Modeling and Simulation Program. The Virtual Test Bed mission is to accelerate the deployment of advanced reactors by facilitating the adoption of cutting-edge DOE advanced modeling and simulation tools to design, evaluate, and license reactors. This is primarily achieved by storing example challenge problems in an externally available repository and by developing models to fill the M&S gaps needed for potential demonstrators. Activities conducted this fiscal year focused on developing of a Demonstration of Microreactor Experiments shield model to help accelerate the confirmatory analysis required for the reactor demonstration. This model and workflow will allow developers to leverage advanced modeling and simulation tools to ensure their reactor demonstration concept will meet dose requirements and that the surrounding shield will stay within concrete temperature limits during steady-state and transient operation conditions. An initial model has been developed to evaluate the temperature distribution in the concrete shield during steady-state operation, including neutron and gamma heating effects. Various modeling strategies have been examined to understand their applicability and limitations with different reactor designs to make the workflow as reactor-agnostic as possible and computationally effective to maximize its usability. In addition to describing the Demonstration of Microreactor Experiments shield model and associated results, this report summarizes other accomplishments regarding repository maintenance and improvement and new external models hosted on the repository.

22 GENERAL STUDIES OF NUCLEAR REACTORS↗

A workout for virtual bodybuilders (design issues for embodiment in multi-actor virtual environments)

This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.

Benford, Steve↗

Virtual agents in a simulated virtual training environment

A drawback to live-action training simulations is the need to gather a large group of participants in order to train a few individuals. One solution to this difficulty is the use of computer-controlled agents in a virtual training environment. This allows a human participant to be replaced by a virtual, or simulated, agent when only limited responses are needed. Each agent possesses a specified set of behaviors and is capable of limited autonomous action in response to its environment or the direction of a human trainee. The paper describes these agents in the context of a simulated hostage rescue training session, involving two human rescuers assisted by three virtual (computer-controlled) agents and opposed by three other virtual agents.

Achorn, Brett↗