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Assessments of Physiology and Cognition in Hybrid-Reality Environments (APACHE)

NASA is planning to return to the Moon in the mid-2020s as a stepping stone to Mars missions in the 2030s. Spacewalks, or extravehicular activities (EVAs), performed on the Moon and Mars will differ in a variety of ways from those that have been performed in decades past. NASA has identified multiple risks to human health and performance associated with a crewed mission to Mars, especially those associated with exploration EVAs which are expected to be a primary mission activity. Crew may be expected to conduct up to 24 hours of EVA per person per week, where the likelihood of injury and/or mental mistakes are increased compared to ground-based training or current microgravity EVAs and the consequences of which can be catastrophic. Current test environments for exploration EVA research and technology development are large, costly facilities that are limited in their availability or capabilities. Spacesuit testing in a reduced gravity environment such as NASA’s Neutral Buoyancy Laboratory, while a good representation of the crew’s physical workload during exploration EVAs, typically has small datasets and is difficult to integrate physiological sensors or other types of crew performance measures. Meanwhile, scientific field-based testing such as NASA’s Desert Research and Technology Studies offers an operationally relevant environment for exploration EVAs, particularly for cognitive workload, but is also limited by small datasets, lack of a pressurized spacesuit, and obtrusive measures. The limitations of current analogs for exploration EVAs identify a need for a new test environment that can approximate both the physical and cognitive demands associated with exploration EVAs to enable rapid, controlled, and repeatable evaluations of human health and performance risks of exploration missions. In response, the Human Physiology, Performance, Protection, and Operations Laboratory (H-3PO) at NASA Johnson Space Center has developed a hybrid reality exploration EVA analog named the Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE) to address these limitations using a combination of virtual, physical, and hybrid reality techniques. The APACHE facility resides at NASA Johnson Space Center and serves as a large “sandbox” for EVA research and simulation. At its center is a roughly 15x20ft space surrounded by a 14” tall sandbox partially filled with lunar regolith simulant to emulate the physical feeling of walking on a planetary surface and to allow for simulated geology operations. Nearby, a curved passive treadmill (Skillmill Connect, Technogym, Fairfield, NJ) and an omnidirectional treadmill (Infinadeck, Infinadeck, Rocklin, CA) are included to enable exploration of these large virtual environments while also imposing the physical demands, representative timelines, and cognitive burdens required to navigate and traverse these distances during exploration EVA. A 6DOF motion platform is used to simulate rover operations and supports various human performance evaluations and associated risks. Lastly, APACHE can support two extravehicular (EV) crewmembers working in tandem. A computer workstation is located nearby and also supports an intravehicular (IV) crewmember as part of a full mission simulation. The IV crewmember has direct video and audio communication with the EV crew in VR to provide operational and procedural support. The software used in APACHE was created by the JSC Engineering Directorate, in partnership with Buendea, powered by a custom Unreal Engine 5 (UE5.3, Epic Games) project. APACHE currently utilizes the HTC Vive Pro Eye in a wireless configuration for VR simulations. There are two virtual environments that subjects can explore within APACHE, a Lunar and Martian surface. The virtual Lunar surface was created from LIDAR data of the Lunar South Pole to create roughly 16 sq km of explorable terrain. The virtual Martian surface contains roughly 400 sq km of explorable terrain derived from Mars Reconnaissance Orbiter LIDAR data of the Jezero Crater. The immersion and related cognitive burdens of conducting a planetary EVA is simulated through a series of EVA-relevant tasks performed in the VR environment, using these high-fidelity visual representations. Additionally, APACHE includes biosensor driven informatics, such as real-time heart rate monitoring and/or derived values from model simulations, for active monitoring by the EV crew and added cognitive demand. A “Wizard of Oz” control panel enables test operators to activate contingency events such as simulated spacesuit malfunctions, loss of communications, and/or limited visibility. Embedded performance measures such as accuracy, completeness, and execution time have been developed for various exploration tasks to objectively quantify crew performance during an EVA and compare impacts to performance when different environmental stressors, both physical and cognitive, are added to or removed from the simulation. Additionally, validated cognitive and operational performance measures such as the Digit Symbol Substitution Task have been recreated and embedded in VR for direct and relatively unobtrusive measurement of motor perception. The APACHE environment currently supports multiple research studies at NASA. Examples include the CHAPEA project, a series of simulated year-long missions on Mars by a 4-person crew; and the CO2 Contingency Walk Back Study, an investigation of elevated CO2 exposure on crew performance during a contingency EVA scenario. APACHE also provides a test environment to support the development of the Crew State and Risk Model, which is a collection of individualized, mathematical models of crew physical and cognitive state; and the Personalized EVA Informatics and Decision Support system, an operational tool for flight controllers, and eventually a self-reliant Martian crew, to make biomedically-informed decisions in real-time to optimize the EVA planning and execution with respect to crew health and performance. Some technical challenges associated with developing the APACHE environment, as well as current limitations, include VR limitless natural walking with a hybrid spacesuit simulator, optimizing performance for wireless PC VR streaming while maintaining a high degree of visual fidelity, and the integration of various physiological (metabolic masks) and psychometric (eye tracking) sensors with the VR headset.

Human Performance↗

The effects of fluids in the aircraft environment on a polyetherimide

Fluid absorption studies have been made for a polyetherimide thermoplastic film and a unidirectional composite of the thermoplastic with graphite fibers immersed in water. JP4 jet fuel, ethylene glycol, and hydraulic fluid. The changes in the weight, thickness, and tensile properties were measured for the film. The changes in the flexural properties of the composite were measured for specimens whose fiber orientation was transverse to their length. Only the hydraulic fluid, which caused an erosion or dissolving of the resin at the specimen surface, affected the film's properties. Both the water and the hydraulic fluid affected the flexural properties of the composite, due to capillary absorption along the fiber-resin interface.

Long, Edward R., Jr.↗

Advanced composites: Environmental effects on selected resin matrix materials

The effects that expected space flight environment has upon the mechanical properties of epoxy and polyimide matrix composites were analyzed. Environmental phenomena covered water immersion, high temperature aging, humidity, lightning strike, galvanic action, electromagnetic interference, thermal shock, rain and sand erosion, and thermal/vacuum outgassing. The technology state-of-the-art for graphite and boron reinforced epoxy and polyimide matrix materials is summarized to determine the relative merit of using composites in the space shuttle program. Resin matrix composites generally are affected to some degree by natural environmental phenomena with polyimide resin matrix materials less affected than epoxies.

Welhart, E. K.↗

A convertor and user interface to import CAD files into worldtoolkit virtual reality systems

Virtual Reality (VR) is a rapidly developing human-to-computer interface technology. VR can be considered as a three-dimensional computer-generated Virtual World (VW) which can sense particular aspects of a user's behavior, allow the user to manipulate the objects interactively, and render the VW at real-time accordingly. The user is totally immersed in the virtual world and feel the sense of transforming into that VW. NASA/MSFC Computer Application Virtual Environments (CAVE) has been developing the space-related VR applications since 1990. The VR systems in CAVE lab are based on VPL RB2 system which consists of a VPL RB2 control tower, an LX eyephone, an Isotrak polhemus sensor, two Fastrak polhemus sensors, a folk of Bird sensor, and two VPL DG2 DataGloves. A dynamics animator called Body Electric from VPL is used as the control system to interface with all the input/output devices and to provide the network communications as well as VR programming environment. The RB2 Swivel 3D is used as the modelling program to construct the VW's. A severe limitation of the VPL VR system is the use of RB2 Swivel 3D, which restricts the files to a maximum of 1020 objects and doesn't have the advanced graphics texture mapping. The other limitation is that the VPL VR system is a turn-key system which does not provide the flexibility for user to add new sensors and C language interface. Recently, NASA/MSFC CAVE lab provides VR systems built on Sense8 WorldToolKit (WTK) which is a C library for creating VR development environments. WTK provides device drivers for most of the sensors and eyephones available on the VR market. WTK accepts several CAD file formats, such as Sense8 Neutral File Format, AutoCAD DXF and 3D Studio file format, Wave Front OBJ file format, VideoScape GEO file format, Intergraph EMS stereolithographics and CATIA Stereolithographics STL file formats. WTK functions are object-oriented in their naming convention, are grouped into classes, and provide easy C language interface. Using a CAD or modelling program to build a VW for WTK VR applications, we typically construct the stationary universe with all the geometric objects except the dynamic objects, and create each dynamic object in an individual file.

Wang, Peter Hor-Ching↗

Spaceflight Sensorimotor Analogs: Simulating Acute and Adaptive Effects

Adaptive changes in sensorimotor function during spaceflight are reflected by spatial disorientation, motion sickness, gaze destabilization and decrements in balance, locomotion and eye-hand coordination that occur during and following transitions between different gravitational states. The purpose of this study was to conduct a meta-synthesis of data from spaceflight analogs to evaluate their effectiveness in simulating adaptive changes in sensorimotor function. METHODS. The analogs under review were categorized as either acute analogs used to simulate performance decrements accompanied with transient changes, or adaptive analogs used to drive sensorimotor learning to altered sensory feedback. The effectiveness of each analog was evaluated in terms of mechanisms of action, magnitude and time course of observed deficits compared to spaceflight data, and the effects of amplitude and exposure duration. RESULTS. Parabolic flight has been used extensively to examine effects of acute variation in gravitational loads, ranging from hypergravity to microgravity. More recently, galvanic vestibular stimulation has been used to elicit acute postural, locomotor and gaze dysfunction by disrupting vestibular afferents. Patient populations, e.g., with bilateral vestibular loss or cerebellar dysfunction, have been proposed to model acute sensorimotor dysfunction. Early research sponsored by NASA involved living onboard rotating rooms, which appeared to approximate the time course of adaptation and post-exposure recovery observed in astronauts following spaceflight. Exposure to different bed-rest paradigms (6 deg head down, dry immersion) result in similar motor deficits to that observed following spaceflight. Shorter adaptive analogs have incorporated virtual reality environments, visual distortion paradigms, exposure to conflicting tilt-translation cues, and exposure to 3Gx centrifugation. As with spaceflight, there is considerable variability in responses to most of the analogs reviewed. DISCUSSION. A true ground-based flight analog for sensorimotor function is not feasible. A combination of flight analogs; however, can be used to selectively mimic different aspects of the spaceflight-induced sensorimotor performance decrements.

Taylor, Laura C.↗

Effectiveness of the Space Shuttle anti-exposure system in a cold water environment

The purpose of this study was to evaluate the NASA Space Shuttle launch entry suit (LES) and raft for 24 h of protection against cold water immersion. Two configurations, the LES and the LES with raft (LES/r) were evaluated for antiexposure protection. Conditions were selected to simulate worst-case water and air temperatures along projected Space Shuttle ground tracks; i.e., water temperatures = 4.4 C, air temperature = 5.6 C, 1-foot waves (chop), and constant spray. Four males 31-44 years of age and one 32-year-old female were studied once in each configuration. Trials with and without a raft were scheduled for up to 24 and 6 h, respectively. Mean LES trial durations were 150 + or - 9 min and final rectal temperature (FRT) = 36.5 + or - 0.3 C. Mean LES/r trial durations were 398 + or - 126 min and FRT = 35.6 + or - 0.4 C. LES and LES/r trials were terminated for reaching FRT = 35.0 C or subject-requested termination due to discomfort. The longest LES and LES/r trials were terminated due to subject discomfort. Although not achieving the desired durations, the LES and LES/r did prove capable of protecting individuals, respectively, for up to 3 and 13.5 h. Since the longest runs were terminated due to subjective tolerance, actual survival times greater than 3 and 13.5 h could be expected.

Bagian, James P.↗

A study of the effects of long-term exposure to fuels and fluids on the behavior of advanced composite materials

The Task 1 (thirty-six-month) and Task 2 (twelve-month) exposure of composite materials to fuel and fluid environments are reported. Narmco T300/5209 (Task 1) shows no significant degradation. Slightly lower mechanical properties were obtained from fuel/water immersion exposure of this material. Kevlar 49/2544 (also Task 1) exhibits significant drop in short-beam shear when exposed to fuel/water immersion. Task 2 materials (T300/5208, Kevlar 49 fabric/5209, and Kevlar 49 fibers) have not shown any significant mechanical property degradation to date.

Hendricks, C. L.↗

Low altitude plume impingement handbook

Plume Impingement modeling is required whenever an object immersed in a rocket exhaust plume must survive or remain undamaged within specified limits, due to thermal and pressure environments induced by the plume. At high altitudes inviscid plume models, Monte Carlo techniques along with the Plume Impingement Program can be used to predict reasonably accurate environments since there are usually no strong flowfield/body interactions or atmospheric effects. However, at low altitudes there is plume-atmospheric mixing and potential large flowfield perturbations due to plume-structure interaction. If the impinged surface is large relative to the flowfield and the flowfield is supersonic, the shock near the surface can stand off the surface several exit radii. This results in an effective total pressure that is higher than that which exists in the free plume at the surface. Additionally, in two phase plumes, there can be strong particle-gas interaction in the flowfield immediately ahead of the surface. To date there have been three levels of sophistication that have been used for low altitude plume induced environment predictions. Level 1 calculations rely on empirical characterizations of the flowfield and relatively simple impingement modeling. An example of this technique is described by Piesik. A Level 2 approach consists of characterizing the viscous plume using the SPF/2 code or RAMP2/LAMP and using the Plume Impingement Program to predict the environments. A Level 3 analysis would consist of using a Navier-Stokes code such as the FDNS code to model the flowfield and structure during a single calculation. To date, Level 1 and Level 2 type analyses have been primarily used to perform environment calculations. The recent advances in CFD modeling and computer resources allow Level 2 type analysis to be used for final design studies. Following some background on low altitude impingement, Level 1, 2, and 3 type analysis will be described.

Smith, Sheldon D.↗

An Analysis of the Orbital Distribution of Solid Rocket Motor Slag

The contribution made by orbiting solid rocket motors (SRMs) to the orbital debris environment is both potentially significant and insufficiently studied. A combination of rocket motor design and the mechanisms of the combustion process can lead to the emission of sufficiently large and numerous by-products to warrant assessment of their contribution to the orbital debris environment. These particles are formed during SRM tail-off, or the termination of burn, by the rapid expansion, dissemination, and solidification of the molten Al2O3 slag pool accumulated during the main burn phase of SRMs utilizing immersion-type nozzles. Though the usage of SRMs is low compared to the usage of liquid fueled motors, the propensity of SRMs to generate particles in the 100 m and larger size regime has caused concern regarding their contributing to the debris environment. Particle sizes as large as 1 cm have been witnessed in ground tests conducted under vacuum conditions and comparable sizes have been estimated via ground-based telescopic and in-situ observations of sub-orbital SRM tail-off events. Using sub-orbital and post recovery observations, a simplistic number-size-velocity distribution of slag from on-orbit SRM firings was postulated. In this paper we have developed more elaborate distributions and emission scenarios and modeled the resultant orbital population and its time evolution by incorporating a historical database of SRM launches, propellant masses, and likely location and time of particulate deposition. From this analysis a more comprehensive understanding has been obtained of the role of SRM ejecta in the orbital debris environment, indicating that SRM slag is a significant component of the current and future population.

Horstman, Matthew F.↗

Hybrid Reality Lab Capabilities - Video 2

Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

Delgado, Francisco J.↗

A method of evaluating efficiency during space-suited work in a neutral buoyancy environment

The purpose was to investigate efficiency as related to the work transmission and the metabolic cost of various extravehicular activity (EVA) tasks during simulated microgravity (whole body water immersion) using three space suits. Two new prototype space station suits, AX-5 and MKIII, are pressurized at 57.2 kPa and were tested concurrently with the operationally used 29.6 kPa shuttle suit. Four male astronauts were asked to perform a fatigue trial on four upper extremity exercises during which metabolic rate and work output were measured and efficiency was calculated in each suit. The activities were selected to simulate actual EVA tasks. The test article was an underwater dynamometry system to which the astronauts were secured by foot restraints. All metabolic data was acquired, calculated, and stored using a computerized indirect calorimetry system connected to the suit ventilation/gas supply control console. During the efficiency testing, steady state metabolic rate could be evaluated as well as work transmitted to the dynamometer. Mechanical efficiency could then be calculated for each astronaut in each suit performing each movement.

Greenisen, Michael C.↗

Heat Acclimation and Water-Immersion Deconditioning: Fluid Electrolyte Shifts with Tilting

One of the major problems encountered by astronauts exposed to space flight is a reduction of orthostatic tolerance on return to earth. Many studies have been performed in an attempt to define the physiologic mechanism of orthostatic intolerance and to develop some remedial treatment. Exercise training does not appear to enhance orthostatic tolerance . In contrast, heat acclimation (i.e., exercise training in the heat) has been reported to enhance orthostatic tolerance. Since plasma volume increases with both exercise training and heat acclimation, it is not clear what role fluid and electrolytes play in determining tolerance to hydrostatic pressure. The purpose of this study was to compare the effects of exercise training in a cool environment and heat acclimation on resting plasma volume (PV) and the ensuing fluid and electrolyte shifts which occur during head-up tilting before and after water immersion deconditioning.

Conertino, V. A.↗

Correlation of Wissler Human Thermal Model Blood Flow and Shiver Algorithms

The Wissler Human Thermal Model (WHTM) is a thermal math model of the human body that has been widely used to predict the human thermoregulatory response to a variety of cold and hot environments. The model has been shown to predict core temperature and skin temperatures higher and lower, respectively, than in tests of subjects in crew escape suit working in a controlled hot environments. Conversely the model predicts core temperature and skin temperatures lower and higher, respectively, than in tests of lightly clad subjects immersed in cold water conditions. The blood flow algorithms of the model has been investigated to allow for more and less flow, respectively, for the cold and hot case. These changes in the model have yielded better correlation of skin and core temperatures in the cold and hot cases. The algorithm for onset of shiver did not need to be modified to achieve good agreement in cold immersion simulations

Bue, Grant↗

A Storm's Approach; Hurricane Shelter Training in a Digital Age

New York City's Office of Emergency Management (OEM) originally ran hundreds of classroom based courses, where they brought together civil servants to learn how to run a Hurricane Shelter (HS). This approach was found to be costly, time consuming and lacked any sense of an impending disaster and need for emergency response. In partnership with the City of New York University School of Professional studies, Gronstedt Group and Daden Limited, the OEM wanted to create a simulation that overcame these issues, providing users with a more immersive and realistic approach at a lower cost. The HS simulation was built in the virtual world Second Life (SL). Virtual worlds are a genre of online communities that often take the form of a computer-based simulated environments, through which users can interact with one another and use or create objects. Using this technology allowed managers to apply their knowledge in both classroom and remote learning environments. The shelter simulation is operational 24/7, guiding users through a 4 1/2 hour narrative from start to finish. This paper will describe the rationale for the project, the technical approach taken - particularly the use of a web based authoring tool to create and manage the immersive simulation, and the results from operational use.

Boyarsky, Andrew↗

Sim to Flight: Evaluating Flight Path Management Automation in High Density Urban Environments

Combined simulation and flight testing enable the study of single- and multi-aircraft performance of onboard automation systems for dynamic flight path management (FPM). The National Aeronautics and Space Administration (NASA) is investigating system performance and functional capabilities of such automation for immersion into complex, high density, future operations such as Urban Air Mobility (UAM). This paper provides an overview of a series of interdependent sim-to-flight research activities involving large-scale batch simulations, human-in-the-loop verification, and flight-test validation of a research prototype FPM automation system. Together, they significantly contributed to a functional assessment of FPM automation functionality in a live-virtual-constructive (LVC) operating environment characterized by two live aircraft and hundreds of virtual aircraft interacting in a modeled complex urban airspace. Initial simulation and flight test results, future work, and conclusions are presented.

Advanced Air Mobility↗

Validation of NHB 8060.1C, Test 18 Arc Tracking, September 30, 1991

A test project was conducted to validate Test 18 of NASA Handbook (NHB) 8060.1C and, if necessary, identify and recommend improvements in the procedures or criteria of the test. The NHB 8060.1C, Test 18 test system was modified to produce better discrimination of test results. Changes, and their effects on test results, in the graphite immersion-depth, test timing sequence, and atmospheric conditions were investigated for the wire-insulation constructions tested. Based on the test results, the graphite immersion-depths (between 0.8 mm and 1.6 mm), the timing sequence, and the change in the test conditions from ambient to three environments common in manned spaceflight did not significantly affect test results. The criteria used in Test 18 of NHB 8060.1C was found to be appropriate for qualifying arc-tracking and arc-propagation characteristics of wire-insulation materials, Using the Test 18 criteria, Kapton and ETFE were considered inappropriate for use, while PTFE was considered appropriate. Recommendations from this test project for Test 18 of NHB 8060.1C include changing the experimental setup and configurational tests and performing qualification testing in air rather than in the three environments common in manned spaceflight.

Linley, Larry↗

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↗

Record charging events from Applied Technology Satellite 6

Applied Technology Satellite 6 regularly charged to large negative potentials in sunlight and eclipse in the earth's midnight to dawn region. This geosynchronous satellite normally reached potentials of -100 to -1000 V in sunlight, and potentials of -100 to -10,000 V in eclipse. The largest potential recorded in eclipse for this satellite was -19 kV, in an environment characterized by an electron temperature of 18 keV. The most negative potential recorded in sunlight was -2 kV, at local dawn, while immersed in an 11-keV electron population. These are the most negative potentials reported from the geosynchronous orbit to date for eclipse and sunlight, respectively. The magnitudes of these potentials indicate the need for methods of potential control on satellites at these altitudes, particularly those with shadowed insulating surfaces.

Olsen, R. C.↗