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At least 235 records · Page 13

Virtual environment application with partial gravity simulation

To support manned missions to the surface of Mars and missions requiring manipulation of payloads and locomotion in space, a training facility is required to simulate the conditions of both partial and microgravity. A partial gravity simulator (Pogo) which uses pneumatic suspension is being studied for use in virtual reality training. Pogo maintains a constant partial gravity simulation with a variation of simulated body force between 2.2 and 10 percent, depending on the type of locomotion inputs. this paper is based on the concept and application of a virtual environment system with Pogo including a head-mounted display and glove. The reality engine consists of a high end SGI workstation and PC's which drive Pogo's sensors and data acquisition hardware used for tracking and control. The tracking system is a hybrid of magnetic and optical trackers integrated for this application.

Ray, David M.↗

Stereoscopic, Force-Feedback Trainer For Telerobot Operators

Computer-controlled simulator for training technicians to operate remote robots provides both visual and kinesthetic virtual reality. Used during initial stage of training; saves time and expense, increases operational safety, and prevents damage to robots by inexperienced operators. Computes virtual contact forces and torques of compliant robot in real time, providing operator with feel of forces experienced by manipulator as well as view in any of three modes: single view, two split views, or stereoscopic view. From keyboard, user specifies force-reflection gain and stiffness of manipulator hand for three translational and three rotational axes. System offers two simulated telerobotic tasks: insertion of peg in hole in three dimensions, and removal and insertion of drawer.

Kim, Won S.↗

Use of Human Modeling Simulation Software in the Task Analysis of the Environmental Control and Life Support System Component Installation Procedures

Virtual reality and simulation applications are becoming widespread in human task analysis. These programs have many benefits for the Human Factors Engineering field. Not only do creating and using virtual environments for human engineering analyses save money and time, this approach also promotes user experimentation and provides increased quality of analyses. This paper explains the human engineering task analysis performed on the Environmental Control and Life Support System (ECLSS) space station rack and its Distillation Assembly (DA) subsystem using EAI's human modeling simulation software, Jack. When installed on the International Space Station (ISS), ECLSS will provide the life and environment support needed to adequately sustain crew life. The DA is an Orbital Replaceable Unit (ORU) that provides means of wastewater (primarily urine from flight crew and experimental animals) reclamation. Jack was used to create a model of the weightless environment of the ISS Node 3, where the ECLSS is housed. Computer aided drawings of the ECLSS rack and DA system were also brought into the environment. Anthropometric models of a 95th percentile male and 5th percentile female were used to examine the human interfaces encountered during various ECLSS and DA tasks. The results of the task analyses were used in suggesting modifications to hardware and crew task procedures to improve accessibility, conserve crew time, and add convenience for the crew. This paper will address some of those suggested modifications and the method of presenting final analyses for requirements verification.

Estes, Samantha↗

Holodeck-ISS Experience

For the duration of my internship here at JSC for the summer 2016 session, the main project that I worked on dealt with hybrid reality simulations of the ISS. As an ER6 intern for the spacecraft software division, the main project that I worked alongside others was with regards to the Holodeck Virtual Reality Project, specifically with the ISS experience, with the use of the HTC Vive and controllers.

Rainbolt, Phillip↗

A Virtual Audio Guidance and Alert System for Commercial Aircraft Operations

Our work in virtual reality systems at NASA Ames Research Center includes the area of aurally-guided visual search, using specially-designed audio cues and spatial audio processing (also known as virtual or "3-D audio") techniques (Begault, 1994). Previous studies at Ames had revealed that use of 3-D audio for Traffic Collision Avoidance System (TCAS) advisories significantly reduced head-down time, compared to a head-down map display (0.5 sec advantage) or no display at all (2.2 sec advantage) (Begault, 1993, 1995; Begault & Pittman, 1994; see Wenzel, 1994, for an audio demo). Since the crew must keep their head up and looking out the window as much as possible when taxiing under low-visibility conditions, and the potential for "blunder" is increased under such conditions, it was sensible to evaluate the audio spatial cueing for a prototype audio ground collision avoidance warning (GCAW) system, and a 3-D audio guidance system. Results were favorable for GCAW, but not for the audio guidance system.

Begault, Durand R.↗

Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE) – Physical Workload Approximation

The Human Physiology, Performance, Protection & Operations Laboratory (H-3PO) at NASA Johnson Space Center (JSC) is developing a hybrid reality exploration surface analog, “Assessments of Physiology and Cognition in Hybrid-reality Environments” (APACHE). The goal of APACHE is to create a planetary extravehicular activity (EVA) simulation environment that provides a representative physical and cognitive workload approximation using a combination of virtual reality (VR), physical reality, and hybrid reality (HR) techniques. To develop and characterize the physical workload approximation within the APACHE environment, a two-part approach was implemented. In part 1, baseline physical work load during ambulation within APACHE was evaluated and compared with that in other planetary EVA analog environments and with existing data sets from Apollo planetary EVAs and reduced gravity testing of prototype planetary spacesuits. For this evaluation, 10 subjects were asked to ambulate in three surface analog environments: a passive treadmill in APACHE, natural terrain in an outdoor field environment, and a standard motorized treadmill. Subjects’ heart rate and metabolic rate (VO2/VCO2) were measured and compared among the different test conditions and existing data sets. Gait parameters were also collected to compare with suited mechanics and to understand the role of gait kinematics in physical workload. In part 2, the aim is to evaluate the addition of a custom weighted body suit to the aforementioned surface analog environments and the ability to titrate the suit configuration to provide the best possible physical workload approximation for simulation of lunar and Martian EVAs.

Alex Baughman↗

Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE) – Physical Workload Approximation

The Human Physiology, Performance, Protection & Operations Laboratory (H-3PO) at NASA Johnson Space Center (JSC) is developing a hybrid reality exploration surface analog, “Assessments of Physiology And Cognition in Hybrid-reality Environments” (APACHE). The goal of APACHE is to create a planetary extravehicular activity (EVA) simulation environment that provides a representative physical and cognitive workload approximation using a combination of virtual reality (VR), physical reality, and hybrid reality (HR) techniques. To develop and characterize the physical workload approximation within the APACHE environment, a two-part approach was implemented. In part 1, baseline physical workload during ambulation within APACHE was evaluated and compared with that in other planetary EVA analog environments and with existing data sets from Apollo planetary EVAs and reduced gravity testing of prototype planetary spacesuits. For this evaluation, 10 subjects were asked to ambulate in three surface analog environments: a passive treadmill in APACHE, natural terrain in an outdoor field environment, and a standard motorized treadmill. Subjects’ heart rate and metabolic rate (VO2/VCO2)were measured and compared among the different test conditions and existing data sets. Gait parameters were also collected to compare with suited mechanics and to understand the role of gait kinematics in physical workload. In part 2, the aim is to evaluate the addition of a custom weighted body suit to the aforementioned surface analog environments and the ability to titrate the suit configuration to provide the best possible physical workload approximation for simulation of lunar and Martian EVAs.

Alexander J Baughman↗

Software of Seismic Proportions Promotes Enjoyable Learning

While working for NASA, Jack Sculley and Terry Brooks had a revelation. They wanted to find a novel and unique way to present the scientific principles of NASA research to the public, so as to not only enlighten, but entertain. Suddenly, their revelation morphed into something even grander. "Why stop at NASA?" they asked themselves. With this thought, Sculley and Brooks left NASA and set out to convey voluminous scientific findings from different organizations in the form of digital, interactive media that would enhance the exploration and adventure interests of people of all ages. Sculley, a former researcher at Ames Research Center, the Jet Propulsion Laboratory (JPL), and Apple, Inc. s and LucasFilm Ltd. s multimedia labs, and Brooks, a former public information officer at JPL and an Emmy award-winning documentary film producer, founded Seismic Entertainment in 1989 to communicate their "edutainment" ideas. The two acknowledge that NASA has provided much of the inspiration and content for Seismic Entertainment over the past decade and a half. Additionally, Sculley s experience as a virtual reality and Mars specialist and Brooks s experience creating NASA public access programs were significant to the San Francisco-based company s success. Its most recent project, "Inside NASA," provides virtual tours of NASA s field centers and allows for a comprehensive focus on the broad range of NASA programs for the benefit of the general public

Source record↗

The NASA Ames Controlled Environment Research Chamber: Present status

The Controlled Environment Research Chamber (CERC) at the NASA Ames Research Center was created for early-on investigation of promising new technologies for life support of advanced space exploration missions. The CERC facility is being used to address the advanced technology requirements necessary to implement an integrated working and living environment for a planetary habitat. The CERC, along with a human-powered centrifuge, a planetary terrain simulator, advanced displays, and a virtual reality, is able to develop and demonstrate applicable technologies for future planetary exploration. There will be several robotic mechanisms performing exploration tasks external to the habitat that will be controlled through the virtual environment to provide representative workloads for the crew. Finally, there will be a discussion of innovative new multidisciplinary test facilities, and how effective they are to the investigation of the wide range of human and machine problems inherent in exploration missions.

Gross, Anthony R.↗

The NASA Ames Controlled Environment Research Chamber - Present status

The Controlled Environment Research Chamber (CERC) at the NASA Ames Research Center was created for early-on investigation of promising new technologies for life support of advanced space exploration missions. The CERC facility is being used to address the advanced technology requirements necessary to implement an integrated working and living environment for a planetary habitat. The CERC, along with a human-powered centrifuge, a planetary terrain simulator, advanced displays, and a virtual reality capability, is able to develop and demonstrate applicable technologies for future planetary exploration. There will be several robotic mechanisms performing exploration taskes external to the habitat that will be controlled through the virtual environment to provide representative workloads for the crew. Finally, there will be a discussion of innovative new multidisciplinary test facilities, and how effective they are to the investigation of the wide range of human and machine problems inherent in exploration missions.

Gross, Anthony R.↗

Next Generation Flight Displays Using HTML5

The Human Integrated Vehicles and Environments (HIVE) lab at Johnson Space Center (JSC) is focused on bringing together inter-disciplinary talent to design and integrate innovative human interface technologies for next generation manned spacecraft. As part of this objective, my summer internship project centered on an ongoing investigation in to building flight displays using the HTML5 standard. Specifically, the goals of my project were to build and demo "flight-like" crew and wearable displays as well as create a webserver for live systems being developed by the Advanced Exploration Systems (AES) program. In parallel to my project, a LabVIEW application, called a display server, was created by the HIVE that uses an XTCE (XML (Extensible Markup Language) Telemetry and Command Exchange) parser and CCSDS (Consultative Committee for Space Data System) space packet decoder to translate telemetry items sent by the CFS (Core Flight Software) over User Datagram Protocol (UDP). It was the webserver's job to receive these UDP messages and send them to the displays. To accomplish this functionality, I utilized Node.js and the accompanying Express framework. On the display side, I was responsible for creating the power system (AMPS) displays. I did this by using HTML5, CSS and JavaScript to create web pages that could update and change dynamically based on the data they received from the webserver. At this point, I have not started on the commanding, being able to send back to the CFS, portion of the displays but hope to have this functionality working by the completion of my internship. I also created a way to test the webserver's functionality without the display server by making a JavaScript application that read in a comma-separate values (CSV) file and converted it to XML which was then sent over UDP. One of the major requirements of my project was to build everything using as little preexisting code as possible, which I accomplished by only using a handful of JavaScript libraries. As a side project, I created a model of the HIVE lab and Building 29 using SketchUp. I obtained the floorplans of the building from the JSC Geographic Information Systems (GIS), which were computer-aided design (CAD) files, and imported them into SketchUp. I then took those floorplans and created a 3D model of the building from them. Working in conjunction with the Hybrid Reality lab in Building 32, the SketchUp model was imported into Unreal Engine for use with the HTC Vive. Using the Vive, I was able to interact with the model I created in virtual reality (VR). The purpose of this side project was to be able to visualize potential lab layouts and mockup designs as they are in development in order to finalize design decisions. Pending approval, the model that I created will be used in the Build-As-You-Test: Can Hybrid Reality Improve the SE/HSI Design Process project in the fall. Getting the opportunity to work at NASA has been one of the most memorable experiences of my life. Over the course of my internship, I improved my programming and web development abilities substantially. I will take all the skills and experiences I have had while at NASA back to school with me in the fall and hope to pursue a career in the aerospace industry after graduating in the spring.

Greenwood, Brian↗

Optic Flow Dominates Visual Scene Polarity in Causing Adaptive Modification of Locomotor Trajectory

Locomotion and posture are influenced and controlled by vestibular, visual and somatosensory information. Optic flow and scene polarity are two characteristics of a visual scene that have been identified as being critical in how they affect perceived body orientation and self-motion. The goal of this study was to determine the role of optic flow and visual scene polarity on adaptive modification in locomotor trajectory. Two computer-generated virtual reality scenes were shown to subjects during 20 minutes of treadmill walking. One scene was a highly polarized scene while the other was composed of objects displayed in a non-polarized fashion. Both virtual scenes depicted constant rate self-motion equivalent to walking counterclockwise around the perimeter of a room. Subjects performed Stepping Tests blindfolded before and after scene exposure to assess adaptive changes in locomotor trajectory. Subjects showed a significant difference in heading direction, between pre and post adaptation stepping tests, when exposed to either scene during treadmill walking. However, there was no significant difference in the subjects heading direction between the two visual scene polarity conditions. Therefore, it was inferred from these data that optic flow has a greater role than visual polarity in influencing adaptive locomotor function.

Nomura, Y.↗

Optic Flow Dominates Visual Scene Polarity in Causing Adaptive Modification of Locomotor Trajectory

Locomotion and posture are influenced and controlled by vestibular, visual and somatosensory information. Optic flow and scene polarity are two characteristics of a visual scene that have been identified as being critical in how they affect perceived body orientation and self-motion. The goal of this study was to determine the role of optic flow and visual scene polarity on adaptive modification in locomotor trajectory. Two computer-generated virtual reality scenes were shown to subjects during 20 minutes of treadmill walking. One scene was a highly polarized scene while the other was composed of objects displayed in a non-polarized fashion. Both virtual scenes depicted constant rate self-motion equivalent to walking counterclockwise around the perimeter of a room. Subjects performed Stepping Tests blindfolded before and after scene exposure to assess adaptive changes in locomotor trajectory. Subjects showed a significant difference in heading direction, between pre and post adaptation stepping tests, when exposed to either scene during treadmill walking. However, there was no significant difference in the subjects heading direction between the two visual scene polarity conditions. Therefore, it was inferred from these data that optic flow has a greater role than visual polarity in influencing adaptive locomotor function.

Nomura, Y.↗

Collaborative Mission Design at NASA Langley Research Center

NASA Langley Research Center (LaRC) has developed and tested two facilities dedicated to increasing efficiency in key mission design processes, including payload design, mission planning, and implementation plan development, among others. The Integrated Design Center (IDC) is a state-of-the-art concurrent design facility which allows scientists and spaceflight engineers to produce project designs and mission plans in a real-time collaborative environment, using industry-standard physics-based development tools and the latest communication technology. The Mission Simulation Lab (MiSL), a virtual reality (VR) facility focused on payload and project design, permits engineers to quickly translate their design and modeling output into enhanced three-dimensional models and then examine them in a realistic full-scale virtual environment. The authors were responsible for envisioning both facilities and turning those visions into fully operational mission design resources at LaRC with multiple advanced capabilities and applications. In addition, the authors have created a synergistic interface between these two facilities. This combined functionality is the Interactive Design and Simulation Center (IDSC), a meta-facility which offers project teams a powerful array of highly advanced tools, permitting them to rapidly produce project designs while maintaining the integrity of the input from every discipline expert on the project. The concept-to-flight mission support provided by IDSC has shown improved inter- and intra-team communication and a reduction in the resources required for proposal development, requirements definition, and design effort.

Gough, Kerry M.↗

Interactions with Virtual People: Do Avatars Dream of Digital Sheep?

This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy, where virtual social situations are created that do test whether people react appropriately within these situations. We will also consider some experiments on face-to-face virtual communications between people in the same shared virtual environments. The second part will try to give some clues about why this might happen, taking into account modern theories of perception from neuroscience. The third part will include some speculations about the future developments of the relationship between people and virtual people. We will suggest that a more likely scenario than the world becoming populated by physically embodied virtual people (robots, androids) is that in the relatively near future we will interact more and more in our everyday lives with virtual people- bank managers, shop assistants, instructors, and so on. What is happening in the movies with computer graphic generated individuals and entire crowds may move into the space of everyday life.

Slater, Mel↗

Virtual Acoustics: Evaluation of Psychoacoustic Parameters

Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

Begault, Durand R.↗

Joint Augmented Reality Visual Informatics System: Concept of Operations

NASA proposed requirements for a digital display for an EVA spacesuit to provide relevant information to the crew member. The Joint Augmented Reality Visual Informatics System (Joint AR) project pursued four years of research and development towards a suit-display system in a near-eye, AR form factor. The project was responsible for developing software (custom graphics engine and core flight software), physical hardware prototyping (controls, projection display optics, suited display platform), virtual prototyping platform (a virtual reality testbed), and human-in-the-loop (HITL) operational testing informed by EVA flight controllers, crew members, and human factors engineers for con-ops definition. This document contains substantial updates to CTSD-ADV-1788 Rev. Basic. This revision was produced by the project to summarize the use-cases and and user experiences developed throughout the project, and refine the Basic revision originally drafted at the beginning of the project life cycle. The primary purpose of this document is to summarize and make available the scenario development efforts that have been pursued and explored within the Joint AR project. This includes descriptions of the scenarios themselves as well as corresponding potential of advanced informatics displays to support those specified scenarios. In doing so, this document provides a variety of approaches to deconstruct and hypothesize how future technological capabilities so that with future EVA work demands can be satisfied within future human planetary spaceflight missions.

Matthew Miller↗