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Wearable Technology

Wearable technology projects, to be useful, in the future, must be seamlessly integrated with the Flight Deck of the Future (F.F). The lab contains mockups of space vehicle cockpits, habitat living quarters, and workstations equipped with novel user interfaces. The Flight Deck of the Future is one element of the Integrated Power, Avionics, and Software (IPAS) facility, which, to a large extent, manages the F.F network and data systems. To date, integration with the Flight Deck of the Future has been limited by a lack of tools and understanding of the Flight Deck of the Future data handling systems. To remedy this problem it will be necessary to learn how data is managed in the Flight Deck of the Future and to develop tools or interfaces that enable easy integration of WEAR Lab and EV3 products into the Flight Deck of the Future mockups. This capability is critical to future prototype integration, evaluation, and demonstration. This will provide the ability for WEAR Lab products, EV3 human interface prototypes, and technologies from other JSC organizations to be evaluated and tested while in the Flight Deck of the Future. All WEAR Lab products must be integrated with the interface that will connect them to the Flight Deck of the Future. The WEAR Lab products will primarily be programmed in Arduino. Arduino will be used for the development of wearable controls and a tactile communication garment. Arduino will also be used in creating wearable methane detection and warning system.

Watson, Amanda↗

NASA Wearable Technology CLUSTER 2013-2014 Report

Wearable technology has the potential to revolutionize the way humans interact with one another, with information, and with the electronic systems that surround them. This change can already be seen in the dramatic increase in the availability and use of wearable health and activity monitors. These devices continuously monitor the wearer using on-­‐body sensors and wireless communication. They provide feedback that can be used to improve physical health and performance. Smart watches and head mounted displays are also receiving a great deal of commercial attention, providing immediate access to information via graphical displays, as well as additional sensing features. For the purposes of the Wearable Technology CLUSTER, wearable technology is broadly defined as any electronic sensing, human interfaces, computing, or communication that is mounted on the body. Current commercially available wearable devices primarily house electronics in rigid packaging to provide protection from flexing, moisture, and other contaminants. NASA mentors are interested in this approach, but are also interested in direct integration of electronics into clothing to enable more comfortable systems. For human spaceflight, wearable technology holds a great deal of promise for significantly improving safety, efficiency, autonomy, and research capacity for the crew in space and support personnel on the ground. Specific capabilities of interest include: Continuous biomedical monitoring for research and detection of health problems. Environmental monitoring for individual exposure assessments and alarms. Activity monitoring for responsive robotics and environments. Multi-modal caution and warning using tactile, auditory, and visual alarms. Wireless, hands-free, on-demand voice communication. Mobile, on-demand access to space vehicle and robotic displays and controls. Many technical challenges must be overcome to realize these wearable technology applications. For example, to make a wearable device that is both functional and comfortable for long duration wear, developers must strive to reduce electronic mass and volume while also addressing constraints imposed by the body attachment method. Depending on the application, the device must be placed in a location that the user can see and reach, and that provides the appropriate access to air and the wearer's skin. Limited power is available from body-­‐worn batteries and heat must be managed to prevent discomfort. If the clothing is to be washed, there are additional durability and washability hurdles that traditional electronics are not designed to address. Finally, each specific capability has unique technical challenges that will likely require unique solutions. In addition to the technical challenges, development of wearable devices is made more difficult by the diversity of skills required and the historic lack of collaboration across domains. Wearable technology development requires expertise in textiles engineering, apparel design, software and computer engineering, electronic design and manufacturing, human factors engineering, and application-­‐specific fields such as acoustics, medical devices, and sensing. Knowledge from each of these domains must be integrated to create functional and comfortable devices. For this reason, the diversity of knowledge and experience represented in the Wearable Technology is critical to overcoming the fundamental challenges in the field.

Simon, Cory↗

Wearable Technology Development at NASA JSC

Final document is attached. I am going to be presenting at the Bluetooth World 2018 conference. I will be talking about my role as the lead of the Wearable Electronics and Application Research (WEAR) lab, the projects we have created using Bluetooth technology, and the future features of Bluetooth 5 that we are excited about.

Bautista, Justin↗

IDEAS and App Development Internship in Hardware and Software Design

In this report, I will discuss the tasks and projects I have completed while working as an electrical engineering intern during the spring semester of 2016 at NASA Kennedy Space Center. In the field of software development, I completed tasks for the G-O Caching Mobile App and the Asbestos Management Information System (AMIS) Web App. The G-O Caching Mobile App was written in HTML, CSS, and JavaScript on the Cordova framework, while the AMIS Web App is written in HTML, CSS, JavaScript, and C# on the AngularJS framework. My goals and objectives on these two projects were to produce an app with an eye-catching and intuitive User Interface (UI), which will attract more employees to participate; to produce a fully-tested, fully functional app which supports workforce engagement and exploration; to produce a fully-tested, fully functional web app that assists technicians working in asbestos management. I also worked in hardware development on the Integrated Display and Environmental Awareness System (IDEAS) wearable technology project. My tasks on this project were focused in PCB design and camera integration. My goals and objectives for this project were to successfully integrate fully functioning custom hardware extenders on the wearable technology headset to minimize the size of hardware on the smart glasses headset for maximum user comfort; to successfully integrate fully functioning camera onto the headset. By the end of this semester, I was able to successfully develop four extender boards to minimize hardware on the headset, and assisted in integrating a fully-functioning camera into the system.

CSS↗

Developing Radiation Protection Garments with Additive Manufacturing

The RadWorks Wearable Technology team is dedicated to developing protective garments to ameliorate the effects of radiation caused by Solar Particle Events (SPEs). This work requires that we remain open to new avenues for processing hydrogen-rich materials that may be useful in the development of these protective garments. The purpose of this research was to identify new ways of processing polyolefin polymers (polypropylene, more specifically) with additive manufacturing techniques. First, we conducted a literature review to identify known problems with processing polypropylene using additive manufacturing. Then, we looked toward finding ways to manage these difficulties within the additive manufacturing process. The primary goal was to develop techniques for processing polypropylene in a way that would generate a product amenable to inclusion in a worn garment (e.g., flexible, strong, and with ample radiation protection). In the end, we were able to generate designs which addressed polypropylene’s high coefficient of thermal expansion and lack of material adhesion, while meeting the requirements set forth by the use-case for wearable technology. This research offers novel avenues for processing one of the most common plastics in the world, which could contribute to the development of protective garments, as well as new avenues to explore for additive manufacturing in low-gravity environments.

Additive Manufacturing, 3D Printing, Polypropylene↗

The Potential of Wearable Sensor Technology for EVA Glove Ergonomic Evaluation

Injuries to the hands are common among astronauts who train for extravehicular activity (EVA). Many of these injuries refer to the gloves worn during EVA as the root cause. While pressurized, the bladder and outer material of these gloves restrict movement and create pressure points while performing tasks, sometimes resulting in pain, muscle fatigue, abrasions, and occasionally a more severe injury, onycholysis (fingernail delamination). The most common injury causes are glove contact (pressure point/rubbing), ill-fitting gloves, and/or performing EVA tasks in pressurized gloves. A brief review of the Lifetime Surveillance of Astronaut Health's injury database reveals over 57% of the total injuries to the upper extremities during EVA training occurred either to the metacarpophalangeal (MCP) joint, fingernail, or the fingertip. Twenty-five of these injuries resulted in a diagnosis of onycholysis.

Reid, Christopher R.↗

The Potential of Wearable Sensor Technology for EVA Glove Ergonomic Evaluation

Injuries to the hands are common among astronauts who train for extravehicular activity (EVA). Many of these injuries refer to the gloves worn during EVA as the root cause. While pressurized, the bladder and outer material of these gloves restrict movement and create pressure points while performing tasks, sometimes resulting in pain, muscle fatigue, abrasions, and occasionally a more severe injury, onycholysis (fingernail delamination). The most common injury causes are glove contact (pressure point/rubbing), ill-fitting gloves, and/or performing EVA tasks in pressurized gloves. A brief review of the Lifetime Surveillance of Astronaut Health's injury database reveals over 57% of the total injuries to the upper extremities during EVA training occurred either to the metacarpophalangeal (MCP) joint, fingernail, or the fingertip. Twenty-five of these injuries resulted in a diagnosis of onycholysis

Reid, Christopher R.↗

Wearable Protective Technologies

We are currently creating protective garments to be worn during the duration of SPE (solar particle events). Several garment prototypes have been created to protect the body, but nothing has been created for head protection. My focus during this internship was creating headgear designs. Some of the big requirements of an effective headgear design is that the hood design needs to cover the forehead and not have any gaps between the hood and neckline, and the areal density of radiation shielding needs to be at least 1.5 g/cm2. My designs were inspired by many different brands and designers including Nike’s outerwear selection, Moncler’s Fall 20 Genius collaborations with Simone Rocha, Craig Green, and Alyx, Marine Serre F/W 20, and A-Cold-Wall S/S 19. All of these had great examples of hood and vest designs. Many sketches were created from these and many other inspirations. Pattern development began by taking several measurements of the head and neck. I drafted the hood to cover the forehead and cover the neck. After the initial draft, the pattern was modified to accommodate a center panel to contour and shape the hood further. I also created a shoulder drape based on a kimono sleeve to add extra coverage over the neckline of the garment from a basic sloper’s neckline and shoulders. Radiation shielding was a special consideration in my design work. I did extensive research on different materials and ways to incorporate them into garments and found that I was not limited to polypropylene or polyethylene. Many common textiles are hydrogen rich, such as cotton, polyester, and silk, and could be incorporated into designs as radiation shielding. From this research, I am in the process of creating a prototype that uses these materials as shielding. I will be returning for the summer and hope to put more of the ideas I have into production.

Nicole Dugan↗

Perspectives from the Wearable Electronics and Applications Research (WEAR) Lab, NASA Johnson Space Center

As NASA moves beyond exploring low earth orbit and into deep space exploration, increased communication delays between astronauts and earth drive a need for crew to become more autonomous (earth-independent). Currently crew on board the International Space Station (ISS) have limited insight into specific vehicle system performance because of the dependency on monitoring and real-time communication with Mission Control. Wearable technology provides a method to bridge the gap between the human (astronaut) and the system (spacecraft) by providing mutual monitoring between the two. For example, vehicle or environmental information can be delivered to astronauts through on-body devices and in return wearables provide data to the spacecraft regarding crew health, location, etc. The Wearable Electronics and Applications Research (WEAR) Lab at the NASA Johnson Space Center utilizes a collaborative approach between engineering and human factors to investigate the use of wearables for spaceflight. Zero and partial gravity environments present unique challenges to wearables that require collaborative, user-centered, and iterative approaches to the problems. Examples of the WEAR Lab's recent wearable projects for spaceflight will be discussed.

Moses, Haifa R.↗

Perspectives from the Wearable Electronics and Applications Research (WEAR) Lab, NASA, Johnson Space Center

As NASA moves beyond exploring low earth orbit and into deep space exploration, increased communication delays between astronauts and earth drive a need for crew to become more autonomous (earth-independent). Currently crew on board the International Space Station (ISS) have limited insight into specific vehicle system performance because of the dependency on monitoring and real-time communication with Mission Control. Wearable technology provides a method to bridge the gap between the human (astronaut) and the system (spacecraft) by providing mutual monitoring between the two. For example, vehicle or environmental information can be delivered to astronauts through on-body devices and in return wearables provide data to the spacecraft regarding crew health, location, etc. The Wearable Electronics and Applications Research (WEAR) Lab at the NASA Johnson Space Center utilizes a collaborative approach between engineering and human factors to investigate the use of wearables for spaceflight. Zero and partial gravity environments present unique challenges to wearables that require collaborative, user-centered, and iterative approaches to the problems. Examples of the WEAR Lab's recent wearable projects for spaceflight will be discussed.

Moses, Haifa R.↗

Multi-Layer E-Textile Circuits

Stitched e-textile circuits facilitate wearable, flexible, comfortable wearable technology. However, while stitched methods of e-textile circuits are common, multi-layer circuit creation remains a challenge. Here, we present methods of stitched multi-layer circuit creation using accessible tools and techniques.

Dunne, Lucy E.↗

Characterization and Measurement of Spacecraft Airborne Particulate Matter

The International Space Station (ISS) gives a 6-member astronaut crew the ability to live and work in low Earth orbit. It is a unique indoor environment, which has served as both home and workplace to over 230 people since the year 2000. In this low gravity environment, smoke does not rise and cookie crumbs do not settle the way they do on Earth, causing airborne particulate matter, or aerosols, to behave differently and pose unique hazards for crew members. In its existence, virtually the same volume of ISS air has been continuously conditioned and ‘revitalized,’ including the removal of particles by filtration. While gaseous constituents of ISS air are monitored meticulously, sparse data exists on the indoor aerosols. The quantity and types of ISS airborne debris have been investigated in NASA’s Aerosol Sampling Experiment. Both active and passive samplers successfully collected airborne particulate matter in U.S. segments of the ISS, which were returned to Earth for characterization by microscopy and other techniques. The resulting data has informed the design of candidate particle instruments for spacecraft. In 2020, a reference-quality aerosol instrument will be flown to ISS, and will provide real-time data of particle concentrations in various modules. Smaller, more compact instruments will be necessary in future space missions, for example, in smaller vehicles, in habitats on lunar and planetary surfaces with ubiquitous dust, and also for use as wearable technology throughout missions. Miniaturized aerosol sensors, though lower fidelity than reference-quality instruments, can monitor the environment well when calibrated appropriately. Indoor air quality in spacecraft is fundamentally important to human health and comfort, and several particulate monitoring technologies will be at sufficient technology readiness levels for operational use within the next two years. Results of the Aerosol Sampling Experiment will be presented, along with the status of NASA’s aerosol instrument technology demonstrations on ISS.

Meyer, Marit E.↗

Emperor's new clothes: Novel textile-based supercapacitors using sheep wool fiber as electrode substrate

Textile-based supercapacitors (TSCs) are being used to meet the ever-increasing demand for mobile, safe, and convenient energy sources to power personal electronic devices. To that end, the smart textiles used in wearable technology need to be made from highly conductive yarns that are easily manufacturable. To date, synthetic- and cellulosic-based yarns have been exclusively used for the fabrication of TSCs, while other yarns have not been explored. Here, we used conductive protein-based yarns for TSCs and report on the use of wool coated with Ti 3 C 2 T x MXene as a potential electrode material. To knit TSCs, wool and cotton yarns were coated with MXene flakes and their surfaces were characterized using Scanning Electron Microscopy (SEM) and X-Ray Photoelectron Spectroscopy (XPS). The electrochemical characterization was conducted to examine the performance of wool- and cotton-based MXene electrodes as substrates and determine charge storage and resistive behavior. These tests showed that wool TSCs exhibited more pseudocapacitive behavior, while cotton TSCs exhibited a wider current range. At a scan rate of 5 mV/s, cotton TSCs presented an areal capacitance of 823.9 mF/cm 2 while this value for the wool TSCs was 284 mF/cm 2 . The performance of yarns was also tested under various mechanical deformation conditions and after washing in order to assess the stability of TSCs. This study indicates the potential of protein-based yarns as electrode substrates for integration of MXene to fabricate smart textile-based devices.

Alyssa Grube↗

Space and Ground Trades for Human Exploration and Wearable Computing

Human exploration of the Moon and Mars will present unique trade study challenges as ground system elements shift to planetary bodies and perhaps eventually to the bodies of human explorers in the form of wearable computing technologies. This presentation will highlight some of the key space and ground trade issues that will face the Exploration Initiative as NASA begins designing systems for the sustained human exploration of the Moon and Mars, with an emphasis on wearable computing. We will present some preliminary test results and scenarios that demonstrate how wearable computing might affect the trade space noted below. We will first present some background on wearable computing and its utility to NASA's Exploration Initiative. Next, we will discuss three broad architectural themes, some key ground and space trade issues within those themes and how they relate to wearable computing. Lastly, we will present some preliminary test results and suggest guidance for proceeding in the assessment and creation of a value-added role for wearable computing in the Exploration Initiative. The three broad ground-space architectural trade themes we will discuss are: 1. Functional Shift and Distribution: To what extent, if any, should traditional ground system functionality be shifted to, and distributed among, the Earth, Moon/Mars, and the human. explorer? 2. Situational Awareness and Autonomy: How much situational awareness (e.g. environmental conditions, biometrics, etc.) and autonomy is required and desired, and where should these capabilities reside? 3. Functional Redundancy: What functions (e.g. command, control, analysis) should exist simultaneously on Earth, the Moon/Mars, and the human explorer? These three themes can serve as the axes of a three-dimensional trade space, within which architectural solutions reside. We will show how wearable computers can fit into this trade space and what the possible implications could be for the rest of the ground and space architecture(s). We intend this to be an example of explorer-centric thinking in a fully integrated explorer paradigm, where integrated explorer refers to a human explorer having instant access to all relevant data, knowledge of the environment, science models, health and safety-related events, and other tools and information via wearable computing technologies. The trade study approach will include involvement from the relevant stakeholders (Constellation Systems, CCCI, EVA Project Office, Astronaut office, Mission Operations, Space Life Sciences, etc.) to develop operations concepts (and/or operations scenarios) from which a basic high-level set of requirements could be extracted. This set of requirements could serve as a foundation (along with stakeholder buy-in) that would help define the trade space and assist in identifying candidate technologies for further study and evolution to higher-level technology readiness levels.

Lupisella, Mark↗