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At least 325 records · Page 18

Report for the ASCR Workshop on Visualization for Scientific Discovery, Decision-Making, and Communication

Visualization—the use of visual elements to explore data, form hypotheses, or convey conclusions—is an integral part of the scientific process. Starting from an initial exploration of new data to illustrating outcomes for the general public, visualization is one of the most intuitive and powerful modes of communication. With the explosion of new data sources and types, unprecedented volumes of data, and new technologies, such as virtual reality (VR) and artificial intelligence (AI), visualization has become increasingly essential but also ever more challenging. The Department of Energy’s (DOE) Office of Advanced Scientific Computing Research (ASCR) sponsored a Basic Research Needs workshop in January 2022 to understand the major opportunities and grand challenges in visualization tools and technologies for scientific computing as well as for DOE-relevant applications and goals in general. The workshop identified five priority research directions (PRDs) for visualization to support scientific discovery, decision making, and communication. The first three PRDs describe interconnected research themes addressing the need for new techniques to deal with complex data, uncertainty, and interpretability (PRD 1); the need for scalable and interoperable software stacks (PRD 2); and the challenges and opportunities inherent in new technologies, such as VR, cloud, or exascale computing (PRD 3). The remaining two PRDs describe foundational research themes that recognize the potential of visualizations to provide equitable access to information and to strengthen the scientific discourse (PRD 4); and the need to consider human factors when designing visualizations (PRD 5). Collectively, these PRDs form the pillars for a coherent, long-term research and development strategy in Visualization for Scientific Discovery, Decision-Making, and Communication in the context of the Office of Science’s mission scope.

97 MATHEMATICS AND COMPUTING↗

Final Report in Response to ARPA-E Contract Award Number DE-AR0001157

Autonomous operations and maintenance (O&M) by robots has been identified as a key technology to facilitate both the safe operation, and reduced operational costs associated with future nuclear reactors. Radiation and thermal environments, particularly associated with molten salt reactor designs, excludes the use of human proximity and so there is a need to train robots for tasks that have not yet been fully identified, or for accidents that may occur in the future. This program sought to develop a generic methodology that could be applied to train ‘any’ robot, to perform ‘any’ task, through the use of machine learning (ML) training performed in a virtual reality (VR) environment that simulates the physically perceived task(s). The VR environment allows us to construct ‘any’ future task and the ML approach, which included reinforcement learning (RL), allowed us to generate extensive data sets that can be used to establish control algorithms to thereby control the physical robot in the physical environment.

11 NUCLEAR FUEL CYCLE AND FUEL MATERIALS↗

US-UK fusion energy collaborations in the digital space

The US and UK share the vision for fusion as a vital part of the clean energy future. This vision is reflected in the respective national plans in the form of the Bold Decadal Vision for Commercial Fusion (BDV) in the US and the Spherical Tokamak for Energy Production (STEP) program in the UK. Digital tools such as simulation and control frameworks, design tools, AI/ML, high performance computing (HPC), and virtual reality (VR) will play an important role in developing, diagnosing, operating, and further improving burning-plasma-class fusion power plants. Therefore, a collaborative approach, involving both the public and private sectors, to developing these digital tools can accelerate the path to fusion energy commercialization. In this report we discuss previous and ongoing collaborations and opportunities to expand these collaborations into new areas. We conclude this report with near term actions and a vision of the collaboration to the Joint Coordinating Committee.

70 PLASMA PHYSICS AND FUSION TECHNOLOGY↗

R.U.N. Motion VR Boots: Realistic Unimpeded Natural (RUN) Motion Boots for VR gaming in the comfort of your home

Virtual reality (VR) gaming has experienced increasingly widespread adoption in recent years largely due to the development of affordable, consumer-grade headsets equipped with high quality, miniature displays and compact sensors for motion tracking. These devices are now able to provide users with immersive experiences that far surpass what traditional video games can achieve. However, despite these technological strides, a fundamental limitation remains: VR users are unable to move freely in their physical environment without the risk of colliding with real-world obstacles and hazards. This safety concern significantly restricts the level of immersion and natural movement possible in VR gaming.

42 ENGINEERING↗

CRCNS21 Computational Models of Multisensory Integration by Upper Limb in Humanoids and Amputees

This international collaborative research project between Johns Hopkins University (JHU) and the Technical University of Munich (TUM) investigated how the human brain processes and integrates multiple types of sensory information, such as touch and force, with the goal of improving prosthetic limbs for amputees and advancing sensory capabilities in humanoid robots. The research advanced our understanding of how the brain responds to sensory feedback in upper-limb amputees. Through experiments in which amputees received electrical stimulation while performing phantom hand movements, we demonstrated that sensory feedback activates the cortical sensorimotor and multisensory regions, and that these regions communicate dynamically during stimulation. Experiments with intact-limb participants explored the integration of visual, haptic, and force feedback, as well as in virtual reality motor training, further showing how the brain processes multimodal sensory information. In addition, this research inspired work on examining the reliability of where amputees perceive sensations over time, which contributed to a successful doctoral fellowship for continued investigation. Our collaborators at TUM improved multimodal sensor technology combining tactile and thermal feedback for humanoid robots, demonstrating the feasibility of integrating multiple sensor types into a unified system for detecting and responding to environmental stimuli. The experimental methods and analysis techniques developed across both teams, including functional network analysis and multimodal sensor integration, provide a foundation for future research in prosthetics and robotics. This research benefits the public by generating knowledge about how amputees process restored sensory information. Advances in humanoid sensing contribute to safer human-robot interaction. The project also fostered international collaboration and cross-disciplinary training: one TUM doctoral student spent a summer at JHU working on multimodal sensor integration, while two JHU students traveled to TUM to host workshops on neuromorphic sensory encoding and sensory integration.

42 ENGINEERING↗

PyZebrascope: An Open-Source Platform for Brain-Wide Neural Activity Imaging in Zebrafish

Understanding how neurons interact across the brain to control animal behaviors is one of the central goals in neuroscience. Recent developments in fluorescent microscopy and genetically-encoded calcium indicators led to the establishment of whole-brain imaging methods in zebrafish, which record neural activity across a brain-wide volume with single-cell resolution. Pioneering studies of whole-brain imaging used custom light-sheet microscopes, and their operation relied on commercially developed and maintained software not available globally. Hence it has been challenging to disseminate and develop the technology in the research community. Here, we present PyZebrascope, an open-source Python platform designed for neural activity imaging in zebrafish using light-sheet microscopy. PyZebrascope has intuitive user interfaces and supports essential features for whole-brain imaging, such as two orthogonal excitation beams and eye damage prevention. Its camera module can handle image data throughput of up to 800 MB/s from camera acquisition to file writing while maintaining stable CPU and memory usage. Its modular architecture allows the inclusion of advanced algorithms for microscope control and image processing. As a proof of concept, we implemented a novel automatic algorithm for maximizing the image resolution in the brain by precisely aligning the excitation beams to the image focal plane. PyZebrascope enables whole-brain neural activity imaging in fish behaving in a virtual reality environment. Thus, PyZebrascope will help disseminate and develop light-sheet microscopy techniques in the neuroscience community and advance our understanding of whole-brain neural dynamics during animal behaviors.

59 BASIC BIOLOGICAL SCIENCES↗

Flexible and Accessible 4D Subsurface Visualization Using a Web-Based Platform

4D subsurface visualization using a web platform can provide improved communication, education and outreach to non-experts and stakeholders. It allows for the improved understanding of complex relationships and interactions that occur in inaccessible locations of which many experimental testbeds exist in. The use of a web-based visualization tool lessens the cognitive impact further by reducing the need of specialized software. Users can define their own exploration of a 3D or 4D scene, adding and removing data as needed and are able to make informed decisions based on accurate model visualizations, while providing a collaborative tool that can be accessed on any platform using a browser window. The tool is also able to point to real time streams to display up-to-the-second data as an experiment is ongoing. This level of latency can also provide operators with essential information that can direct an experiment’s progress. Additionally, this tool can leverage augmented and virtual reality (AR, VR) capabilities of certain mobile devices and head-mounted displays, providing further engaging visualization possibilities.

Pratt, Martin J.↗

The virtual environment display system

Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.

Mcgreevy, Michael W.↗

Quo vadimus? The 21st Century and multimedia

The concept is related of computer driven multimedia to the NASA Scientific and Technical Information Program (STIP). Multimedia is defined here as computer integration and output of text, animation, audio, video, and graphics. Multimedia is the stage of computer based information that allows access to experience. The concepts are also drawn in of hypermedia, intermedia, interactive multimedia, hypertext, imaging, cyberspace, and virtual reality. Examples of these technology developments are given for NASA, private industry, and academia. Examples of concurrent technology developments and implementations are given to show how these technologies, along with multimedia, have put us at the threshold of the 21st century. The STI Program sees multimedia as an opportunity for revolutionizing the way STI is managed.

Kuhn, Allan D.↗

Human factors issues for interstellar spacecraft

Developments in research on space human factors are reviewed in the context of a self-sustaining interstellar spacecraft based on the notion of traveling space settlements. Assumptions about interstellar travel are set forth addressing costs, mission durations, and the need for multigenerational space colonies. The model of human motivation by Maslow (1970) is examined and directly related to the design of space habitat architecture. Human-factors technology issues encompass the human-machine interface, crew selection and training, and the development of spaceship infrastructure during transtellar flight. A scenario for feasible instellar travel is based on a speed of 0.5c, a timeframe of about 100 yr, and an expandable multigenerational crew of about 100 members. Crew training is identified as a critical human-factors issue requiring the development of perceptual and cognitive aids such as expert systems and virtual reality.

Cohen, Marc M.↗

NASA/NSF Workshop on Antarctic Research

Viewgraphs that accompanied an Ames Research Center presentation address Ames' currently-supported life sciences activities. These include crew factor issues such as human, automation, and telecommunication systems; strategic behavior and workloads; sleep, fatigue, and circadian rhythms; and virtual reality and spatial instrumentation. The need, background, and examples of pertinent research are provided.

Connors, Mary M.↗

Developments of new force reflecting control schemes and an application to a teleoperation training simulator

Two schemes of force reflecting control, position-error based force reflection and low-pass-filtered force reflection, both combined with shared compliance control, were developed for dissimilar master-slave arms. These schemes enabled high force reflection gains, which were not possible with a conventional scheme when the slave arm was much stiffer than the master arm. The experimental results with a peg-in-hole task indicated that the newly force reflecting control schemes combined with compliance control resulted in best task performances. As a related application, a simulated force reflection/shared compliance control teleoperation trainer was developed that provided the operator with the feel of kinesthetic force virtual reality.

Kim, Won S.↗

Advanced construction management for lunar base construction - Surface operations planner

The study proposes a conceptual solution and lays the framework for developing a new, sophisticated and intelligent tool for a lunar base construction crew to use. This concept integrates expert systems for critical decision making, virtual reality for training, logistics and laydown optimization, automated productivity measurements, and an advanced scheduling tool to form a unique new planning tool. The concept features extensive use of computers and expert systems software to support the actual work, while allowing the crew to control the project from the lunar surface. Consideration is given to a logistics data base, laydown area management, flexible critical progress scheduler, video simulation of assembly tasks, and assembly information and tracking documentation.

Kehoe, Robert P.↗

AI applications to conceptual aircraft design

This paper presents in viewgraph form several applications of artificial intelligence (AI) to the conceptual design of aircraft, including: an access manager for automated data management, AI techniques applied to optimization, and virtual reality for scientific visualization of the design prototype.

Kathryn M. Chalfan↗

Transfer of perceptual adaptation to space sickness: What enhances an individual's ability to adapt?

The objectives of this project were to explore systematically the determiners of transfer of perceptual adaptation as these principles might apply to the space adaptation syndrome. The perceptual experience of an astronaut exposed to the altered gravitational forces involved in spaceflight shares much with that of the subject exposed in laboratory experiments to optically induced visual rearrangement with tilt and dynamic motion illusions such as vection; and experiences and symptoms reported by the trainee who is exposed to the compellingly realistic visual imagery of flight simulators and virtual reality systems. In both of these cases the observer is confronted with a variety of inter- and intrasensory conflicts that initially disrupt perception, as well as behavior, and also produce symptoms of motion sickness.

Source record↗

A multimedia adult literacy program: Combining NASA technology, instructional design theory, and authentic literacy concepts

For a number of years, the Software Technology Branch of the Information Systems Directorate has been involved in the application of cutting edge hardware and software technologies to instructional tasks related to NASA projects. The branch has developed intelligent computer aided training shells, instructional applications of virtual reality and multimedia, and computer-based instructional packages that use fuzzy logic for both instructional and diagnostic decision making. One outcome of the work on space-related technology-supported instruction has been the creation of a significant pool of human talent in the branch with current expertise on the cutting edges of instructional technologies. When the human talent is combined with advanced technologies for graphics, sound, video, CD-ROM, and high speed computing, the result is a powerful research and development group that both contributes to the applied foundations of instructional technology and creates effective instructional packages that take advantage of a range of advanced technologies. Several branch projects are currently underway that combine NASA-developed expertise to significant instructional problems in public education. The branch, for example, has developed intelligent computer aided software to help high school students learn physics and staff are currently working on a project to produce educational software for young children with language deficits. This report deals with another project, the adult literacy tutor. Unfortunately, while there are a number of computer-based instructional packages available for adult literacy instruction, most of them are based on the same instructional models that failed these students when they were in school. The teacher-centered, discrete skill and drill-oriented, instructional strategies, even when they are supported by color computer graphics and animation, that form the foundation for most of the computer-based literacy packages currently on the market may not be the most effective or most desirable way to use computer technology in literacy programs. This project is developing a series of instructional packages that are based on a different instructional model - authentic instruction. The instructional development model used to create these packages is also different. Instead of using the traditional five stage linear, sequential model based on behavioral learning theory, the project uses the recursive, reflective design and development model (R2D2) that is based on cognitive learning theory, particularly the social constructivism of Vygotsky, and an epistemology based on critical theory. Using alternative instructional and instructional development theories, the result of the summer faculty fellowship is LiteraCity, a multimedia adult literacy instructional package that is a simulation of finding and applying for a job. The program, which is about 120 megabytes, is distributed on CD-ROM.

Willis, Jerry W.↗

Utility fog: A universal physical substance

Active, polymorphic material ('Utility Fog') can be designed as a conglomeration of 100-micron robotic cells ('foglets'). Such robots could be built with the techniques of molecular nanotechnology. Controllers with processing capabilities of 1000 MIPS per cubic micron, and electric motors with power densities of one milliwatt per cubic micron are assumed. Utility Fog should be capable of simulating most everyday materials, dynamically changing its form and properties, and forms a substrate for an integrated virtual reality and telerobotics.

Hall, J. Storrs↗