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At least 217 records · Page 12

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Equitable and Inclusive Public Outreach with the James Webb Space Telescope: Combining Art, Science, and Technology

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Expanding Impact with the James Webb Space Telescope: Combining Art, Science, and Technology for Public Outreach

This archived content may contain outdated information or references that may not reflect current policy or programs. NASA’s James Webb Space Telescope revealed its first images on July 12, 2022 and has been used for groundbreaking science since. Scientific exploration transcends international borders, making a mission like Webb feasible with collaborators including the European Space Agency (ESA), and Canadian Space Agency (CSA). Communication about NASA’s discoveries about the universe, so essential for involving the public, likewise needs to be inclusive to all. Art is a tool for cutting across the boundaries of language, culture, and ability, and serves as a bridge between the technical and non-technical communities. Art makes the beauty and nuance of science and engineering accessible in ways that may not be readily perceived to those outside of those communities of practice. Equitable and inclusive outreach endeavors are challenging to implement while considering language translations, culture context, sensory methods, and technology capabilities. Formats including “Unfolding the Universe'' virtual reality platform has allowed for a wider audience to interact with the Webb images including sounds, visual aids, and talks by the scientists and engineers who worked on Webb. This VR platform has been expanded to highlight the ESA contributors to the mission and will be showcased internationally. The Webb first images were also translated into sounds as a method of inclusion for anyone with sight disabilities. We will explore some successful outreach methods and suggestions for inclusivity in future.

Outreach↗

Artemis Lunar Surface VR/ARGOS Trainer

This proposal aims to provide insight by identifying potential risks and unknowns of lander egress and surface operations through a Mixed Reality (MR) planning, training, and analysis capability that integrates Virtual Reality (VR) simulations and the Active Response Gravity Offload System (ARGOS) in support of Artemis missions to the moon. The VR simulation will incorporate lunar digital elevation map data and imagery to provide accurate terrain of the south pole and Shackleton Crater. Date specific ephemerides will used to simulate the extreme lighting environment. Virtual representations of a lunar lander vehicle will be represented with a physical mockup of the porch and ladder assembly. Human-in-the-loop engineering test runs within ARGOS will be used to refine performance of the Mixed Reality interface with the mockup platform and define procedures for training.

Lee K Bingham↗

Constraint, Intelligence, and Control Hierarchy in Virtual Environments

This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the observer or the intelligence of the environment (whatever the latter may mean) that is salient? And finally, what might be relevant about "upwelling" of constraints as determined by a hierarchy of levels of interaction?

Sheridan, Thomas B.↗

Real-time, interactive, visually updated simulator system for telepresence

Time delays and limited sensory feedback of remote telerobotic systems tend to disorient teleoperators and dramatically decrease the operator's performance. To remove the effects of time delays, key components were designed and developed of a prototype forward simulation subsystem, the Global-Local Environment Telerobotic Simulator (GLETS) that buffers the operator from the remote task. GLETS totally immerses an operator in a real-time, interactive, simulated, visually updated artificial environment of the remote telerobotic site. Using GLETS, the operator will, in effect, enter into a telerobotic virtual reality and can easily form a gestalt of the virtual 'local site' that matches the operator's normal interactions with the remote site. In addition to use in space based telerobotics, GLETS, due to its extendable architecture, can also be used in other teleoperational environments such as toxic material handling, construction, and undersea exploration.

Schebor, Frederick S.↗

Helmet-Mounted Display Research Capabilities of the NASA/Army Rotorcraft Aircrew Systems Concepts Airborne Laboratory (RASCAL)

The Rotorcraft Aircrew Systems Concepts Airborne Laboratory (RASCAL) is a UH-60A Black Hawk helicopter that is being modified by the US Army and NASA for flight systems research. The principal systems that are being installed in the aircraft are a Helmet Mounted Display (HMD) and imaging system, and a programmable full authority Research Flight Control System (RFCS). In addition, comprehensive instrumentation of both the rigid body of the helicopter and the rotor system is provided. The paper will describe the capabilities of these systems and their current state of development. A brief description of initial research applications is included. The wide (40 X 60 degree) field-of-view HMD system has been provided by Kaiser Electronics. It can be configured as a monochromatic system for use in bright daylight conditions, a two color system for darker ambients, or a full color system for use in night viewing conditions. Color imagery is achieved using field sequential video and a mechanical color wheel. In addition to the color symbology, high resolution computer-gene rated imagery from an onboard Silicon Graphics Reality Engine Onyx processor is available for research in virtual reality applications. This synthetic imagery can also be merged with real world video from a variety of imaging systems that can be installed easily on the front of the helicopter. These sensors include infrared or tv cameras, or potentially small millimeter wave radars. The Research Flight Control System is being developed for the aircraft by a team of contractors led by Boeing Helicopters. It consists of a full authority high bandwidth fly-by-wire actuators that drive the main rotor swashplate actuators and the tail rotor actuator in parallel. This arrangement allows the basic mechanical flight control system of the Black Hawk to be retained so that the safety pilot can monitor the operation of the system through the action of his own controls. The evaluation pilot will signal the fly-by-wire actuators through the flight computer from electrical sidearm controllers located in the right hand cockpit. The system will have very substantial input/output capacity and impressive computational power. These systems are installed in the aircraft using predominantly a MIL-STD 1553B data bus architecture. Sensor data from the RFCS, the basic aircraft and rotor system instrumentation including navigation information, and the HMD system are easily exchanged among user systems, or are available at the systems operator station located in the cabin for real time monitoring or data recording.

Jacobsen, R. A.↗

Lunar Surface VR/ARGOS Trainer

This proposal aims to provide insight by identifying potential risks and unknowns of lander egress and surface operations through a Mixed Reality (MR) planning, training, and analysis capability that integrates Virtual Reality (VR) simulations and the Active Response Gravity Offload System (ARGOS).

Lee K Bingham↗

Towards Determination of Visual Requirements for Augmented Reality Displays and Virtual Environments for the Airport Tower

The visual requirements for augmented reality or virtual environments displays that might be used in real or virtual towers are reviewed with respect to similar displays already used in aircraft. As an example of the type of human performance studies needed to determine the useful specifications of augmented reality displays, an optical see-through display was used in an ATC Tower simulation. Three different binocular fields of view (14deg, 28deg, and 47deg) were examined to determine their effect on subjects ability to detect aircraft maneuvering and landing. The results suggest that binocular fields of view much greater than 47deg are unlikely to dramatically improve search performance and that partial binocular overlap is a feasible display technique for augmented reality Tower applications.

Ellis, Stephen R.↗

RMIT AR Android Application Abstract

This summer, I've worked as an intern for IT-C1's Rapid Model Import Tool (RMIT) project under Bill Little. The goal of this project was to develop a mobile application for IT-C1's larger project, RMIT, so that it could be deployed in a convenient way. The current function of RMIT is to import file types that are not normally compatible with the Unity 3D software development engine and make them into files that can be placed into Unity for the specific purpose of viewing CAD models in virtual reality (VR). The mobile application that I worked on uses augmented reality (AR), using the camera on a mobile device, to show virtual models in the real world for the purpose of visualization and understanding. In addition to single-player capabilities, this application will include a multi-player mode so that collaborating engineers can see each other's work on their own devices.Working on this application required many steps. First, I hard to learn a lot about how mobile development is different from desktop development, and what the limitations of augmented reality are at its current state. From there, I was assigned new tasks and goals every two weeks, which included addingground plane and air plane functionality, designing a user interface, adding multi-player capability and allowing the user to manipulate models placed in a scene.

Dorian Thompson↗

Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

virtual environment↗

Stage Cylindrical Immersive Display

Panoramic images with a wide field of view intend to provide a better understanding of an environment by placing objects of the environment on one seamless image. However, understanding the sizes and relative positions of the objects in a panorama is not intuitive and prone to errors because the field of view is unnatural to human perception. Scientists are often faced with the difficult task of interpreting the sizes and relative positions of objects in an environment when viewing an image of the environment on computer monitors or prints. A panorama can display an object that appears to be to the right of the viewer when it is, in fact, behind the viewer. This misinterpretation can be very costly, especially when the environment is remote and/or only accessible by unmanned vehicles. A 270 cylindrical display has been developed that surrounds the viewer with carefully calibrated panoramic imagery that correctly engages their natural kinesthetic senses and provides a more accurate awareness of the environment. The cylindrical immersive display offers a more natural window to the environment than a standard cubic CAVE (Cave Automatic Virtual Environment), and the geometry allows multiple collocated users to simultaneously view data and share important decision-making tasks. A CAVE is an immersive virtual reality environment that allows one or more users to absorb themselves in a virtual environment. A common CAVE setup is a room-sized cube where the cube sides act as projection planes. By nature, all cubic CAVEs face a problem with edge matching at edges and corners of the display. Modern immersive displays have found ways to minimize seams by creating very tight edges, and rely on the user to ignore the seam. One significant deficiency of flat-walled CAVEs is that the sense of orientation and perspective within the scene is broken across adjacent walls. On any single wall, parallel lines properly converge at their vanishing point as they should, and the sense of perspective within the scene contained on only one wall has integrity. Unfortunately, parallel lines that lie on adjacent walls do not necessarily remain parallel. This results in inaccuracies in the scene that can distract the viewer and subtract from the immersive experience of the CAVE.

Abramyan, Lucy↗

Surface matching for correlation of virtual models: Theory and application

Virtual reality can enable a robot user to off line generate and test in a virtual environment a sequence of operations to be executed by the robot in an assembly cell. Virtual models of objects are to be correlated to the real entities they represent by means of a suitable transformation. A solution to the correlation problem, which is basically a problem of 3-dimensional adjusting, has been found exploiting the surface matching theory. An iterative algorithm has been developed, which matches the geometric surface representing the shape of the virtual model of an object, with a set of points measured on the surface in the real world. A peculiar feature of the algorithm is to work also if there is no one-to-one correspondence between the measured points and those representing the surface model. Furthermore the problem of avoiding convergence to local minima is solved, by defining a starting point of states ensuring convergence to the global minimum. The developed algorithm has been tested by simulation. Finally, this paper proposes a specific application, i.e., correlating a robot cell, equipped for biomedical use with its virtual representation.

Caracciolo, Roberto↗

NASA Marshall Space Flight Center Tools for Human Factors Engineering Assessments for Safe Sls Worksites

NASA Marshall Space Flight Center (MSFC) Human Factors Engineering (HFE) Team is implementing mockup fabrication, virtual reality (VR) and motion capture (MoCap) into HFE analyses of SLS worksites through its Virtual Environments Lab (VEL). MSFC HFE Team is responsible for the Space Launch System (SLS) worksite analyses of the integration activities performed at the Kennedy Space Center (KSC). With a wide variety of tasks, it is important to verify that SLS can be safely integrated at KSC early in the design process. If the ground support crew cannot safely complete the tasks, redesign efforts must be implemented. MSFC HFE is responsible for verification through methods such as drawing inspection, observation of tasks performed, and building physical mockups. There is a need, however, for a faster analysis early in the process that can impact design safety before drawings are finalized. This need is addressed through MSFC’s VEL.

Andrews, Tanya↗

High End Computer Network Testbedding at NASA Goddard Space Flight Center

The Earth & Space Data Computing (ESDC) Division, at the Goddard Space Flight Center, is involved in development and demonstrating various high end computer networking capabilities. The ESDC has several high end super computers. These are used to run: (1) computer simulation of the climate systems; (2) to support the Earth and Space Sciences (ESS) project; (3) to support the Grand Challenge (GC) Science, which is aimed at understanding the turbulent convection and dynamos in stars. GC research occurs in many sites throughout the country, and this research is enabled by, in part, the multiple high performance network interconnections. The application drivers for High End Computer Networking use distributed supercomputing to support virtual reality applications, such as TerraVision, (i.e., three dimensional browser of remotely accessed data), and Cave Automatic Virtual Environments (CAVE). Workstations can access and display data from multiple CAVE's with video servers, which allows for group/project collaborations using a combination of video, data, voice and shared white boarding. The ESDC is also developing and demonstrating the high degree of interoperability between satellite and terrestrial-based networks. To this end, the ESDC is conducting research and evaluations of new computer networking protocols and related technologies which improve the interoperability of satellite and terrestrial networks. The ESDC is also involved in the Security Proof of Concept Keystone (SPOCK) program sponsored by National Security Agency (NSA). The SPOCK activity provides a forum for government users and security technology providers to share information on security requirements, emerging technologies and new product developments. Also, the ESDC is involved in the Trans-Pacific Digital Library Experiment, which aims to demonstrate and evaluate the use of high performance satellite communications and advanced data communications protocols to enable interactive digital library data access between the U. S. Library of Congress, the National Library of Japan and other digital library sites at 155 MegaBytes Per Second. The ESDC participation in this program is the Trans-Pacific access to GLOBE visualizations in real time. ESDC is participating in the Department of Defense's ATDNet with Multiwavelength Optical Network (MONET) a fully switched Wavelength Division Networking testbed. This presentation is in viewgraph format.

Gary, James Patrick↗

An Introduction to 3-D Sound

This talk will overview the basic technologies related to the creation of virtual acoustic images, and the potential of including spatial auditory displays in human-machine interfaces. Research into the perceptual error inherent in both natural and virtual spatial hearing is reviewed, since the formation of improved technologies is tied to psychoacoustic research. This includes a discussion of Head Related Transfer Function (HRTF) measurement techniques (the HRTF provides important perceptual cues within a virtual acoustic display). Many commercial applications of virtual acoustics have so far focused on games and entertainment ; in this review, other types of applications are examined, including aeronautic safety, voice communications, virtual reality, and room acoustic simulation. In particular, the notion that realistic simulation is optimized within a virtual acoustic display when head motion and reverberation cues are included within a perceptual model.

Begault, Durand R.↗

Seeing the Future of Spaceflight: Applications of Extended Reality (XR) Technologies

INTRODUCTION Advances in Earth Independent Medical Operations (EIMO) focused capabilities will be crucial for completing successful beyond low-earth-orbit (LEO) missions, where traditional Earth-based medical support and near real-time communication are limited, intermittent, or absent. In such restricted or limited communication environments, emerging extended reality (ER or XR) technologies may play a vital role in ensuring crew health and safety. Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are common terms used to describe technologies that "generate or modify" while “extended reality” (ER or XR) is often used as an umbrella term for these technologies. This review explores how such cutting-edge “extended reality” information delivery systems are currently applied across various disciplines within NASA. The review focuses on their capabilities, limitations, and prospective future applications as they pertain to Earth-Independent Medical Operations and its components of pre-mission planning, medical decision making, resource management, and task load management. METHODS/DESIGN The review began with a literature search to identify relevant disciplines (e.g., medical education, austere environments) where XR technologies have been studied to highlight areas where evidence is lacking. Previous and current NASA XR projects and applications, as well as commercial partnerships, such as those with Small Business Innovation Research (SBIR), were identified. Discussions with technical experts involved in the design, development, and application of these technologies allowed for classification based on their respective spaceflight applications. RESULTS AND CONCLUSION This review highlights current and emerging XR technologies that have been developed, tested, and implemented both terrestrially and in spaceflight by NASA, its international partners, the U.S. Armed Forces, and various relevant commercial entities. While these novel information delivery systems vary in their respective technology readiness levels (TRL), they have the potential to be implemented on Earth, in LEO, and during deep space exploration. These systems have the potential for impacting and optimizing many aspects of EIMO.

Yevgeniy Zhivotovskiy↗

Using CLIPS to represent knowledge in a VR simulation

Virtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.

Engelberg, Mark L.↗