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At least 217 records · Page 12

LCA Tools Available at NETL

This presentation was given at the virtual kickoff meeting for funding opportunity announcements 2596 and 2598 - University Training and Research for Fossil Energy and Carbon Management - UCR and Minority Serving Institutions (MSIs). The presentation covered available and in progress tools that can help carbon capture projects perform environmental life cycle analyses (LCAs). The presentation also briefly covers working being performed by the NETL LCA team.

Jamieson, Matthew↗

Human Activity Behavior and Gesture Generation in Virtual Worlds for Long- Duration Space Missions

A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.

Sierhuis, Maarten↗

Cybersecurity of DER Systems: Cybersecurity Training for State Commissions

NARUC regularly hosts multi-day cybersecurity training events for commissioners and their staff to gain knowledge of IT/OT technologies, understand the spectrum of state and federal approaches to cybersecurity, and explore cybersecurity cost recovery challenges and innovative solutions to address them. About 300 commissioners and staffers typically register for these virtual events.

cybersecurity cost recovery↗

NASA's Solar System Exploration Research Virtual Institute: Science and Technology for Lunar Exploration

The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science and exploration, training the next generation of lunar scientists, and development and support of the international community. As part of its mission, SSERVI acts as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. The nine domestic SSERVI teams that comprise the U.S. complement of the Institute engage with the international science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships. SSERVI represents a close collaboration between science, technology and exploration enabling a deeper, integrated understanding of the Moon and other airless bodies as human exploration moves beyond low Earth orbit. SSERVI centers on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, with additional aspects of related technology development, including a major focus on human exploration-enabling efforts such as resolving Strategic Knowledge Gaps (SKGs). The Institute focuses on interdisciplinary, exploration-related science focused on airless bodies targeted as potential human destinations. Areas of study represent the broad spectrum of lunar, NEA, and Martian moon sciences encompassing investigations of the surface, interior, exosphere, and near-space environments as well as science uniquely enabled from these bodies. This research profile integrates investigations of plasma physics, geology/geochemistry, technology integration, solar system origins/evolution, regolith geotechnical properties, analogues, volatiles, ISRU and exploration potential of the target bodies. New opportunities for both domestic and international partnerships are continually generated through these research and community development efforts, and SSERVI can further serve as a model for joint international scientific efforts through its creation of bridges across disciplines and between countries. Since the inception of the NASA Lunar Science Institute (SSERVIs predecessor), it has and will continue to contribute in many ways toward the advancement of lunar science and the eventual human exploration of the Moon.

virtual↗

Virtual to Physical: Reinforcement Learning to Optimize SNS Particle Accelerator Controls

Complex accelerators must have control systems that can handle dynamic nonlinear environments. This makes traditional control methods unsuitable as they can struggle to adapt to these uncertainties. This provides an ideal environment for reinforcement learning algorithms as they are adaptable and generalizable. We present a reinforcement learning pipeline that can effectively handle the dynamics of a complex accelerator. We test and prove our pipelines capabilities on multiple environments including the Spallation Neutron Source (SNS) and the Beam Test Facility (BTF) at Oakridge National Lab (ORNL). Due to the limited time available to train an online algorithm like reinforcement learning on a real accelerator, we utilize a virtual twin accelerator (VIRAC) developed by ORNL to pretrain the policy and show its ability to converge in the virtual environment. We then test the adaptability of the pretrained RL model by applying it on the real accelerator and comparing the results. Utilizing our Scientific Optimization and Controls Toolkit (SOCT) and open-source standards such as Gymnasium we create and solve for a MEBT orbit correction problem in the SNS and an emittance maximization problem in the BTF. We show how Twin Delayed Deep Deterministic Policy Gradient (TD3) can solve this optimization environment in the virtual accelerator and transfer this policy onto the real accelerator for inference and model retraining. We show how reinforcement learning can be utilized as a control system for complex accelerators and provide a model pipeline for how an implementation performs and can be adapted to new accelerator control problems.

Kasparian, Armen [Thomas Jefferson National Accele↗

Developing Collective Training for Small Unmanned Aerial Systems Employment

The projected use of small unmanned aerial systems (SUAS) in military operations will produce training requirements which go beyond current capabilities. The paper describes the development of prototype training procedures and accompanying research simulations to address this need. We initially constructed a testbed to develop simulation-based training for an SUAS operator equipped with a simulated vertical-lift and land SUAS. However, the required training will go beyond merely training an operator how to pilot an SUAS. In addition to tactics, techniques, and procedures for employment of SUASs, collective training methods must be trained. Moreover, the leader of a unit equipped with SUAS will need to learn how to plan missions which incorporate the SUAS, and take into account air space and frequency management considerations. The demands of the task require the leader to allocate personnel to the SUAS mission, communicate and coordinate with those personnel during the mission, and make use of the information provided. To help address these training issues, we expanded our research testbed to include a command and control node (C2 node), to enable communications between a leader and the SUAS operator. In addition, we added a virtual environment in which dismounted infantry missions can be conducted. This virtual environment provides the opportunity for interactions among human-controlled avatars and non-player characters (NPCs), plus authoring tools to construct scenarios. Using these NPCs, a collective exercise involving friendly, enemy, and civilian personnel can be conducted without the need for a human role-player for every entity. We will describe the results of our first experiment, which examined the ability of players to negotiate use of the C2 node and the virtual environment at the same time, in order to see if this is a feasible combination of tools for training development.

Durlach, Paula J.↗

INECP Case Studies [Slides]

The following “INECP Case Studies” document contains two case studies: Corrosion-Resistant Valves and Case Study: Dual-Use Items for Gas Centrifuge. The content of both of these case studies was approved for unlimited release in 2013. The case studies have been reorganized or slightly altered to make them more easily presentable during virtual or in-person International Nonproliferation Export Control Program (INECP) programmatic trainings and engagements. The document also contains the original case studies with LA-UR release numbers. The original studies were included in the document as a reference for derivative classification and export control.

98 NUCLEAR DISARMAMENT, SAFEGUARDS, AND PHYSICAL P↗

Applications of telemedicine in the United States space program

Since the beginning of human space flight, NASA has been placing humans in extreme and remote environments. There are many challenges in maintaining humans in outer space, including the provision of life-support systems, radiation shielding, and countermeasures for minimizing the effect of microgravity. Because astronauts are selected for their health, among other factors, disease and illness are minimized. However, it is still of great importance to have appropriate medical care systems in place to address illness and injury should they occur. With the exception of the Apollo program, exploration of space has been limited to missions that are within several hundred miles of the surface of the Earth. At the drawn of the 21st century and the new millennium, human exploration will be focused on operation of the International Space Station (ISS) and preparation for human missions to Mars. These missions will present inherent risks to human health, and, therefore, appropriate plans must be established to address these challenges and risks. Crews of long-duration missions must become more independent from ground controllers. New systems, protocols, and procedures are currently being perfected. Application of emerging technologies in information systems and telecommunications will be critical to inflight medical care. Application of these technologies through telemedicine will provide crew members access to information, noninvasive procedures for assessing health status, and guidance through the integration of sensors, holography, decision-support systems, and virtual environments. These technologies will also serve as a basis to enhance training and medical education. The design of medical care for space flight should lead to a redesign of the practice of medicine on Earth.

Review, Tutorial↗

Software Development: 3D Animations and Creating User Interfaces for Realistic Simulations

My fall 2015 semester was spent at the Lyndon B. Johnson Space Center working in the Integrated Graphics, Operations, and Analysis Laboratory (IGOAL). My first project was to create a video animation that could tell the story of OMICS. OMICS is a term being used in the field of biomedical science to describe the collective technologies that study biological systems, such as what makes up a cell and how it functions with other systems. In the IGOAL I used a large 23 inch Wacom monitor to draw storyboards, graphics, and line art animations. I used Blender as the 3D environment to sculpt, shape, cut or modify the several scenes and models for the video. A challenge creating this video was to take a term used in biomedical science and describe it in such a way that an 8th grade student can understand. I used a line art style because it would visually set the tone for what we thought was an educational style. In order to get a handle on the perspective and overall feel for the animation without overloading my workspace, I split up the 2 minute animation into several scenes. I used Blender's python scripting capabilities which allowed for the addition of plugins to add or modify tools. The scripts can also directly interact with the objects to create naturalistic patterns or movements. After collecting the rendered scenes, I used Blender's built-in video editing workspace to output the animation. My second project was to write software that emulates a physical system's interface. The interface was to simulate a boat, ROV, and winch system. Simulations are a time and cost effective way to test complicated data and provide training for operators without having to use expensive hardware. We created the virtual controls with 3-D Blender models and 2-D graphics, and then add functionality in C# using the Unity game engine. The Unity engine provides several essential behaviors of a simulator, such as the start and update functions. A framework for Unity, which was developed in the lab, provided a way to place the different widgets on the virtual console dock and have them resize correctly based on the window dimensions.. My task in this project was to create the controls and visualizations for the data coming in from the simulator for the boat portion of the project. I wrote a class for each control window to handle the functionality of that widget. I implemented 11 widgets that make up the ship portion of the simulator. The members of the lab were each masters of their craft and I'm glad I had the opportunity to learn from them. I learned to plan strategically so I could finish this project on time. I allotted time for storyboarding, development, and refinement. In regards to animating I learned to use modifiers like lattice, boolean and build deformers. I also learned how to animate with drivers, how to use the dope sheet, and how to use the graph editor. In coding I learned to limit the chances for bugs by privatizing functions that should be exclusive to their class. I learned how to use the GIT repository to commit, stash and pull the latest build. I learned a bit of everything because I had the chance to see the entire application development process from the artwork, to the implementation.

Gordillo, Orlando Enrique↗

SSERVI: Merging Science and Human Exploration

The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research and the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for the opportunities that engage the larger scientific and exploration communities in order to form a new interdisciplinary, research-focused collaborations.

SSERVI↗

NASA's Solar System Exploration Research Virtual Institute: Building Collaboration Through International Partnerships

The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. This talk will describe the international partnership program, research efforts and how we are engaging the international science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships.

SSERVI International Partnerships↗

NASA SSERVI: Merging Science and Human Exploration

The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science and exploration, training the next generation of lunar scientists, and community development. As part of the SSERVI mission, we act as a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdisciplinary, research-focused collaborations. This talk will describe the research efforts of the thirteen domestic teams that constitute the U.S. complement of the Institute and how we will engage the community through workshops, conferences, online seminars and classes, student exchange programs and internships.

SSERVI↗

Lunar Rover Motion-Based Simulation System

Our team developed a motion-based simulation system for lunar terrain vehicles which resides at Johnson Space Center’s Systems Engineering Simulator (SES) facility. This activity integrates existing fixed base simulation capabilities with a newly procured motion base platform for the design, development, evaluation, and training associated with lunar terrain vehicles. This incorporates a South Pole Lunar virtual reality simulation, combined with a pair of VR headsets, integrated within a rover cockpit on a motion platform for evaluating human performance and vehicle handling qualities for concept roving vehicle designs for surface mobility operations.

Motion-Based↗

Transient Stability Enhancement via a Scalable RL Method with VSG Parameter Tuning

This paper presents a reinforcement learning (RL)-driven strategy to improve the transient stability of power systems via tuning parameters of multiple virtual synchronous generators (VSGs). We proposed a scalable method to support RL training convergence probability and speed, even when a large number of contingencies are considered. The proposed scalable RL framework first decomposes the large number of contingencies into multiple groups and then conducts parallel training for each group, decreasing the state space and complexity of each training. Additionally, we propose a contingency grouping algorithm to streamline the RL action space and facilitate the training. The proposed method is validated across various standard test systems.

Huang, Xiaoge↗

Developing a Motion-Based System for Lunar Vehicle Handling Qualities Testing

— Motion and visual cue influences are critical in any simulator system, as they impact multiple aspects of the human’s neurovestibular and visual systems. Cues of real motion proceeds to the brain before cues of visual change. It is important therefore for simulator motion cues to exist and to match those realistically with those of the real vehicle to provide transferable training of the activity for operations. The United Kingdom’s Royal Air Force Institute of Aviation Medicine (1989)[1] stated that motion platforms are the only simulation devices capable of fully stimulating the body motion sensors. They confirmed that motion platforms can impart accelerations to the whole body and therefore exercise the automatic motion feedback-loop that operators are used to. With both visual and motion cues handling the vehicle becomes more realistic. Strachan (2019)[1] confirms motion cueing from a well set-up motion platform has been found to be important especially in conditions such as night or reduced visibility where motion cues may be more relied upon. As of this writing, the only lunar rover motion simulator is housed at the General Motors (GM) Milford Proving Ground, which only simulates the motions of a traditional car. A NASA Test Team proposed to complete a motion-based simulation system for NASA’s Lunar Terrain Vehicle (LTV) which resides at Johnson Space Center’s Systems Engineering Simulator facility. This activity integrated existing fixed base simulation capabilities with a newly procured six-degree of freedom motion base platform for the design, development, evaluation, and training associated with the LTV project. This would incorporate a South Pole Lunar virtual reality simulation using Lunar Reconnaissance Orbiter 5m/pixel high-resolution imagery and Unreal 5.2 Virtual Shadow Maps, combined with a virtual reality (VR) headset, integrated within a rover cockpit on a Mikrolar Motion Platform for evaluating human performance and vehicle handling qualities for concept roving vehicle designs. The motion-based system received its Human Rating Certification on March 2023. To begin testing the new facility, a preliminary handling qualities study was conducted. The objectives were to determine if there is a correlation amongst three handling quality methods of performance for a lunar vehicle and to understand the effects of a simulated 1/6-g loads and visuals with a motion platform on the operator while in a 1-g physical environment. The capability this system provides directly benefits the NASA’s Extravehicular Activity and Human Surface Mobility Program and NASA’s Flight Operations Directorate in evaluating the driving qualities of vehicle concepts, human performance related to the operating of a lunar surface vehicle, and assessment of suit related driving impacts. It would also provide direct operational benefit by providing a first-in class and unique simulation platform for the lunar astronaut training curriculum. The empirical knowledge of rover and human performance on this scale is paramount as there is currently no other lunar surface simulator with these capabilities. The result of this study ensures a broadly applicable method of testing for shirtsleeve, unpressurized and pressurized suited rover handling qualities.

Test Track↗

Synaptic changes in rat maculae in space and medical imaging: the link

Two different space life sciences missions (SLS-1 and SLS-2) have demonstrated that the synapses of the hair cells of rat vestibular maculae increase significantly in microgravity. The results also indicate that macular synapses are sensitive to stress. These findings argue that vestibular maculae exhibit neuroplasticity to macroenvironmental and microenvironmental changes. This capability should be clinically relevant to rehabilitative training and/or pharmacological treatments for vestibular disease. The results of this ultrastructural research also demonstrated that type I and type II hair cells are integrated into the same neuronal circuitry. The findings were the basis for development of three-dimensional reconstruction software to learn details of macular wiring. This software, produced for scientific research, has now been adapted to reconstruct the face and skull directly from computerized tomography scans. In collaboration with craniofacial reconstructive surgeons at Stanford University Medical Center, an effort is under way to produce a virtual environment workbench for complex craniofacial surgery. When completed, the workbench will help surgeons train for and simulate surgery. The methods are patient specific. This research illustrates the value of basic research in leading to unanticipated medical applications.

Flight Experiment↗

The use of high fidelity CAD models as the basis for training on complex systems

During the design phases of large and complex systems such as NASA's Space Station Freedom (SSF), there are few, if any physical prototypes built. This is often due to their expense and the realization that the design is likely to change. This poses a problem for training, maintainability, and operations groups who are tasked to lay the foundation of plans for using these systems. The Virtual Reality and Visualization Laboratory at the Boeing Advanced Computing Group's Huntsville facility is supporting the use of high fidelity, detailed design models that are generated during the initial design phases, for use in training, maintainability and operations exercises. This capability was used in its non-immersive form to great effect at the SSF Critical Design Review (CDR) during February, 1993. Allowing the user to move about within a CAD design supports many efforts, including training and scenario study. We will demonstrate via a video of the Maintainability SSF CDR how this type of approach can be used and why it is so effective in conveying large amounts of information quickly and concisely. We will also demonstrate why high fidelity models are so important for this type of training system and how it's immersive aspects may be exploited as well.

Miller, Kellie↗

Using Immersive Virtual Environments for Certification

Immersive virtual environments (VEs) technology has matured to the point where it can be utilized as a scientific and engineering problem solving tool. In particular, VEs are starting to be used to design and evaluate safety-critical systems that involve human operators, such as flight and driving simulators, complex machinery training, and emergency rescue strategies.

virtual reality software certification human-compu↗