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At least 181 records · Page 10

Tele Hyper Virtuality

In the future, remote images sent over communication lines will be reproduced in virtual reality (VR). This form of virtual telecommunications, which will allow observers to engage in an activity as though it were real, is the focus of considerable attention. Taken a step further, real and unreal objects will be placed in a single space to create an extremely realistic environment. Here, imaginary and other life forms as well as people and animals in remote locations will gather via telecommunication lines that create a common environment where life forms can work and interact together. Words, gestures, diagrams and other forms of communication will be used freely in performing work. Actual construction of a system based on this new concept will not only provide people with experiences that would have been impossible in the past, but will also inspire new applications in which people will function in environments where it would have been difficult if not impossible for them to function until now. This paper describes Tele Hyper Virtuality concept, its definition, applications, the key technologies to accomplish it and future prospects.

Terashima, Nobuyoshi↗

The assessment of virtual reality for human anatomy instruction

This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

Benn, Karen P.↗

Cognitive factors associated with immersion in virtual environments

Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

Psotka, Joseph↗

Proceedings of the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology, Volume 1

These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace.

Hyde, Patricia R.↗

A microbased shared virtual world prototype

Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?

Pitts, Gerald↗

Virtual environment architecture for rapid application development

We describe the MITRE Virtual Environment Architecture (VEA), a product of nearly two years of investigations and prototypes of virtual environment technology. This paper discusses the requirements for rapid prototyping, and an architecture we are developing to support virtual environment construction. VEA supports rapid application development by providing a variety of pre-built modules that can be reconfigured for each application session. The modules supply interfaces for several types of interactive I/O devices, in addition to large-screen or head-mounted displays.

Grinstein, Georges G.↗

Kinematic/Dynamic Characteristics for Visual and Kinesthetic Virtual Environments

Work was carried out on two topics of principal importance to current progress in virtual environment research at NASA Ames and elsewhere. The first topic was directed at maximizing the temporal dynamic response of visually presented Virtual Environments (VEs) through reorganization and optimization of system hardware and software. The final results of this portion of the work was a VE system in the Advanced Display and Spatial Perception Laboratory at NASA Ames capable of updating at 60 Hz (the maximum hardware refresh rate) with latencies approaching 30 msec. In the course of achieving this system performance, specialized hardware and software tools for measurement of VE latency and analytic models correlating update rate and latency for different system configurations were developed. The second area of activity was the preliminary development and analysis of a novel kinematic architecture for three Degree Of Freedom (DOF) haptic interfaces--devices that provide force feedback for manipulative interaction with virtual and remote environments. An invention disclosure was filed on this work and a patent application is being pursued by NASA Ames. Activities in these two areas are expanded upon below.

Bortolussi, Michael R.↗

Integrated Data Visualization and Virtual Reality Tool

The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.

Dryer, David A.↗

Virtual Environment Computer Simulations to Support Human Factors Engineering and Operations Analysis for the RLV Program

The Army-NASA Virtual Innovations Laboratory (ANVIL) was recently created to provide virtual reality tools for performing Human Engineering and operations analysis for both NASA and the Army. The author's summer research project consisted of developing and refining these tools for NASA's Reusable Launch Vehicle (RLV) program. Several general simulations were developed for use by the ANVIL for the evaluation of the X34 Engine Changeout procedure. These simulations were developed with the software tool dVISE 4.0.0 produced by Division Inc. All software was run on an SGI Indigo2 High Impact. This paper describes the simulations, various problems encountered with the simulations, other summer activities, and possible work for the future. We first begin with a brief description of virtual reality systems.

Lunsford, Myrtis Leigh↗

Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder

We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.

Stoker, C.↗

Information Virtulization in Virtual Environments

Virtual Environments provide a natural setting for a wide range of information visualization applications, particularly wlieit the information to be visualized is defined on a three-dimensional domain (Bryson, 1996). This chapter provides an overview of the issues that arise when designing and implementing an information visualization application in a virtual environment. Many design issues that arise, such as, e.g., issues of display, user tracking are common to any application of virtual environments. In this chapter we focus on those issues that are special to information visualization applications, as issues of wider concern are addressed elsewhere in this book.

Bryson, Steve↗

Finite Element Methods for real-time Haptic Feedback of Soft-Tissue Models in Virtual Reality Simulators

We have applied the linear elastic finite element method to compute haptic force feedback and domain deformations of soft tissue models for use in virtual reality simulators. Our results show that, for virtual object models of high-resolution 3D data (>10,000 nodes), haptic real time computations (>500 Hz) are not currently possible using traditional methods. Current research efforts are focused in the following areas: 1) efficient implementation of fully adaptive multi-resolution methods and 2) multi-resolution methods with specialized basis functions to capture the singularity at the haptic interface (point loading). To achieve real time computations, we propose parallel processing of a Jacobi preconditioned conjugate gradient method applied to a reduced system of equations resulting from surface domain decomposition. This can effectively be achieved using reconfigurable computing systems such as field programmable gate arrays (FPGA), thereby providing a flexible solution that allows for new FPGA implementations as improved algorithms become available. The resulting soft tissue simulation system would meet NASA Virtual Glovebox requirements and, at the same time, provide a generalized simulation engine for any immersive environment application, such as biomedical/surgical procedures or interactive scientific applications.

Frank, Andreas O.↗

Field Experiments using Telepresence and Virtual Reality to Control Remote Vehicles: Application to Mars Rover Missions

This paper will describe a series of field experiments to develop and demonstrate file use of Telepresence and Virtual Reality systems for controlling rover vehicles on planetary surfaces. In 1993, NASA Ames deployed a Telepresence-Controlled Remotely Operated underwater Vehicle (TROV) into an ice-covered sea environment in Antarctica. The goal of the mission was to perform scientific exploration of an unknown environment using a remote vehicle with telepresence and virtual reality as a user interface. The vehicle was operated both locally, from above a dive hole in the ice through which it was launched, and remotely over a satellite communications link from a control room at NASA's Ames Research center, for over two months. Remote control used a bidirectional Internet link to the vehicle control computer. The operator viewed live stereo video from the TROV along with a computer-gene rated graphic representation of the underwater terrain showing file vehicle state and other related information. Tile actual vehicle could be driven either from within the virtual environment or through a telepresence interface. In March 1994, a second field experiment was performed in which [lie remote control system developed for the Antarctic TROV mission was used to control the Russian Marsokhod Rover, an advanced planetary surface rover intended for launch in 1998. Marsokhod consists of a 6-wheel chassis and is capable of traversing several kilometers of terrain each day, The rover can be controlled remotely, but is also capable of performing autonomous traverses. The rover was outfitted with a manipulator arm capable of deploying a small instrument, collecting soil samples, etc. The Marsokhod rover was deployed at Amboy Crater in the Mojave desert, a Mars analog site, and controlled remotely from Los Angeles. in two operating modes: (1) a Mars rover mission simulation with long time delay and (2) a Lunar rover mission simulation with live action video. A team of planetary geologists participated in the mission simulation. The scientific goal of the science mission was to determine what could be learned about the geologic context of the site using the capabilities of imaging and mobility provided by the Marsokhod system in these two modes of operation. I will discuss the lessons learned from these experiments in terms of the strategy for performing Mars surface exploration using rovers. This research is supported by the Solar System Exploration Exobiology, Geology, and Advanced Technology programs.

Stoker, Carol↗

Virtual Instrumentation for a Fiber-Optics-Based Artificial Nerve

A LabView-based computer interface for fiber-optic artificial nerves has been devised as a Masters thesis project. This project involves the use of outputs from wavelength multiplexed optical fiber sensors (artificial nerves), which are capable of producing dense optical data outputs for physical measurements. The potential advantages of using optical fiber sensors for sensory function restoration is the fact that well defined WDM-modulated signals can be transmitted to and from the sensing region allowing networked units to replace low-level nerve functions for persons desirous of "intelligent artificial limbs." Various FO sensors can be designed with high sensitivity and the ability to be interfaced with a wide range of devices including miniature shielded electrical conversion units. Our Virtual Instrument (VI) interface software package was developed using LabView's "Laboratory Virtual Instrument Engineering Workbench" package. The virtual instrument has been configured to arrange and encode the data to develop an intelligent response in the form of encoded digitized signal outputs. The architectural layout of our nervous system is such that different touch stimuli from different artificial fiber-optic nerve points correspond to gratings of a distinct resonant wavelength and physical location along the optical fiber. Thus, when an automated, tunable diode laser sends scans, the wavelength spectrum of the artificial nerve, it triggers responses that are encoded with different touch stimuli by way wavelength shifts in the reflected Bragg resonances. The reflected light is detected and a resulting analog signal is fed into ADC1 board and DAQ card. Finally, the software has been written such that the experimenter is able to set the response range during data acquisition.

Lyons, Donald R.↗

Sound For Animation And Virtual Reality

Sound is an integral part of the experience in computer animation and virtual reality. In this course, we will present some of the important technical issues in sound modeling, rendering, and synchronization as well as the "art" and business of sound that are being applied in animations, feature films, and virtual reality. The central theme is to bring leading researchers and practitioners from various disciplines to share their experiences in this interdisciplinary field. The course will give the participants an understanding of the problems and techniques involved in producing and synchronizing sounds, sound effects, dialogue, and music. The problem spans a number of domains including computer animation and virtual reality. Since sound has been an integral part of animations and films much longer than for computer-related domains, we have much to learn from traditional animation and film production. By bringing leading researchers and practitioners from a wide variety of disciplines, the course seeks to give the audience a rich mixture of experiences. It is expected that the audience will be able to apply what they have learned from this course in their research or production.

Hahn, James K.↗

NASA Virtual Conferences and Instruction Over the Internet

Distance learning is not new. Since the time that radio has embellished our culture distance learning has taken on may forms. With the onset of television, video tape and satellite link ups the world of multimedia has taken a presence in our remote learning environment. Now in the information age new models for bring the best education to people through out the world is in its early stages. Recent "Information Age" technological developments have made key advancements to distance learning through the greater bandwidths now available over the Internet and a broader communications infrastructure that extends to classrooms throughout the country and the world. Further, new software compression technology allows audio and video to be communicated over the Internet much more efficiently. Larger amounts of data can be transferred to remote sites at less cost. The purpose of this paper is to demonstrate the use of state-of-art technology in the educational community. The focus will be on virtual conferences, virtual instruction and remote education. The techniques herein have been developed by NASA and the University of North Dakota(UND) through the use of existing software and hardware purchased in the United States. NASA has awarded UND a grant for continued research in this area based on their pioneering effort to date. NASA has been conducting "Virtual Conferences" from Ames Research Center in order to make unique educational opportunities available to participants across the country and internationally. Through the use of this technical approach, hundreds of teachers have been able to attend events where physical or financial barriers traditionally prevented their attendance. This technique is currently being adopted by industry due to its scaleable merit.

Leon, Mark↗

Neuroelectric Virtual Devices

This paper presents recent results in neuroelectric pattern recognition of electromyographic (EMG) signals used to control virtual computer input devices. The devices are designed to substitute for the functions of both a traditional joystick and keyboard entry method. We demonstrate recognition accuracy through neuroelectric control of a 757 class simulation aircraft landing at San Francisco International Airport using a virtual joystick as shown. This is accomplished by a pilot closing his fist in empty air and performing control movements that are captured by a dry electrode array on the arm which are then analyzed and routed through a flight director permitting full pilot outer loop control of the simulation. We then demonstrate finer grain motor pattern recognition through a virtual keyboard by having a typist tap his traders on a typical desk in a touch typist position. The EMG signals are then translated to keyboard presses and displayed. The paper describes the bioelectric pattern recognition methodology common to both examples. Figure 2 depicts raw EMG data from typing, the numeral '8' and the numeral '9'. These two gestures are very close in appearance and statistical properties yet are distinguishable by our hidden Kharkov model algorithms. Extensions of this work to NASA emissions and robotic control are considered.

Wheeler, Kevin↗

A Virtual Mission Operations Center: Collaborative Environment

The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.

Medina, Barbara↗