Engineering Papers⌕ Search

SEARCH · Engineering Papers

Results for “Human Systems Simulation Laboratory”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

At least 37 records · Page 2

Motion cue effects on human pilot dynamics in manual control

Two experiments were conducted to study the motion cue effects on human pilots during tracking tasks. The moving-base simulator of National Aerospace Laboratory was employed as the motion cue device, and the attitude director indicator or the projected visual field was employed as the visual cue device. The chosen controlled elements were second-order unstable systems. It was confirmed that with the aid of motion cues the pilot workload was lessened and consequently the human controllability limits were enlarged. In order to clarify the mechanism of these effects, the describing functions of the human pilots were identified by making use of the spectral and the time domain analyses. The results of these analyses suggest that the sensory system of the motion cues can yield the differential informations of the signal effectively, which coincides with the existing knowledges in the physiological area.

Washizu, K.↗

An Operationally Based Vision Assessment Simulator for Domes

The Operational Based Vision Assessment (OBVA) simulator was designed and built by NASA and the United States Air Force (USAF) to provide the Air Force School of Aerospace Medicine (USAFSAM) with a scientific testing laboratory to study human vision and testing standards in an operationally relevant environment. This paper describes the general design objectives and implementation characteristics of the simulator visual system being created to meet these requirements. A key design objective for the OBVA research simulator is to develop a real-time computer image generator (IG) and display subsystem that can display and update at 120 frame s per second (design target), or at a minimum, 60 frames per second, with minimal transport delay using commercial off-the-shelf (COTS) technology. There are three key parts of the OBVA simulator that are described in this paper: i) the real-time computer image generator, ii) the various COTS technology used to construct the simulator, and iii) the spherical dome display and real-time distortion correction subsystem. We describe the various issues, possible COTS solutions, and remaining problem areas identified by NASA and the USAF while designing and building the simulator for future vision research. We also describe the critically important relationship of the physical display components including distortion correction for the dome consistent with an objective of minimizing latency in the system. The performance of the automatic calibration system used in the dome is also described. Various recommendations for possible future implementations shall also be discussed.

Archdeacon, John↗

Airspace Technology Demonstration 2 (ATD-2) Integrated Surface and Airspace Simulation - Experiment Plan

This presentation describes the overview of the ATD-2 project and the integrated simulation of surface and airspace to evaluate the procedures of IADS system and evaluate surface metering capabilities via a high-fidelity human-in-the-loop simulation. Two HITL facilities, Future Flight Central (FFC) and Airspace Operations Laboratory (AOL), are integrated for simulating surface operations of the Charlotte-Douglas International Airport (CLT) and airspace in CLT TRACON and Washington Center.

ATD-2↗

A Novel Application of TMA to Converging Runway Operations in a Simulated NextGen Environment

In 2013, the Airspace Operations Laboratory at NASA Ames Research Center conducted a human-in-the-loop simulation that examined the feasibility of applying a number of Next Generation Air Transportation System (NextGen) solutions to complex arrival operations in and around the New York metroplex. The delivery of arrivals to Newark Liberty International Airport (EWR) was the focus of this simulation, which involved extending the Terminal Sequencing and Spacing (TSS) scheduling capability to precisely schedule arrivals to intersecting runways 22 Left and 11. An important enabler for the concept was the availability of a dependent runway scheduler that was able to coordinate arrival times between aircraft landing on intersecting runways. At the time of the study, there was no functionality within the TSS scheduler to automatically create the dependent runway schedules. Instead, a Traffic Management Coordinator (TMC) manually created a de-conflicted schedule, which allowed for the concept to be tested as well as provided valuable insight into the tool requirements for a dependent runway scheduler. Throughout the course of preparations for the simulation, the individual serving as the TMC developed a number of strategies and procedures for manually adjusting the Scheduled Time of Arrival (STA) of the EWR arrivals in order to ensure that adequate spacing was provided between runway 22L and 11 arrival pairs. This paper describes the strategies and procedures that were developed and details how they were successfully applied during the simulation. Results will also be presented that shed additional light on exactly how the schedules were manipulated and their impact on delivery performance and safety. Ideas for additional TSS enhancements and next steps, based on participant feedback, will also be presented.

Homola, Jeffrey↗

Simulation Based Studies of Low Latency Teleoperations for NASA Exploration Missions

Human exploration of Mars will involve both crewed and robotic systems. Many mission concepts involve the deployment and assembly of mission support assets prior to crew arrival on the surface. Some of these deployment and assembly activities will be performed autonomously while others will be performed using teleoperations. However, significant communications latencies between the Earth and Mars make teleoperations challenging. Alternatively, low latency teleoperations are possible from locations in Mars orbit like Mars' moons Phobos and Deimos. To explore these latency opportunities, NASA is conducting a series of studies to investigate the effects of latency on telerobotic deployment and assembly activities. These studies are being conducted in laboratory environments at NASA's Johnson Space Center (JSC), the Human Exploration Research Analog (HERA) at JSC and the NASA Extreme Environment Mission Operations (NEEMO) underwater habitat off the coast of Florida. The studies involve two human-in-the-loop interactive simulations developed by the NASA Exploration Systems Simulations (NExSyS) team at JSC. The first simulation investigates manipulation related activities while the second simulation investigates mobility related activities. The first simulation provides a simple real-time operator interface with displays and controls for a simulated 6 degree of freedom end effector. The initial version of the simulation uses a simple control mode to decouple the robotic kinematic constraints and a communications delay to model latency effects. This provides the basis for early testing with more detailed manipulation simulations planned for the future. Subjects are tested using five operating latencies that represent teleoperation conditions from local surface operations to orbital operations at Phobos, Deimos and ultimately high Martian orbit. Subject performance is measured and correlated with three distance-to-target zones of interest. Each zone represents a target distance ranging from beyond 10m in Zone 1, through 1 cm to contact in Zone 5 with a step size factor of 10. Collected data consists of both objective simulation data (time, distance, hand controller inputs, velocity) and subjective questionnaire data. The second simulation provides a simple real-time operator interface with displays and control of a simulated surface rover. The rover traverses a synthetic Mars-like terrain and must be maneuvered to avoid obstacles while progressing to its destination. Like the manipulator simulation, subjects are tested using five operating latencies that represent teleoperation conditions from local surface operations to orbital operations at Phobos, Deimos and ultimately high Martian orbit. The rover is also operated at three different traverse speeds to assess the correlation between latency and speed. Collected data consisted of both objective simulation data (time, distance, hand controller inputs, braking) and subjective questionnaire data. These studies are exploring relationships between task complexity, operating speeds, operator efficiencies, and communications latencies for low latency teleoperations in support of human planetary exploration. This paper presents early results from these studies along with the current observations and conclusions. These and planned future studies will help to inform NASA on the potential for low latency teleoperations to support human exploration of Mars and inform the design of robotic systems and exploration missions.

Gernhardt, Michael L.↗

Why an Eye Limiting Display Resolution Matters and How to Achieve It

Many factors affect the suitability of an out-the-window simulator visual system. Contrast, brightness, resolution, field-of-view, update rate, scene content and a number of other criteria are common factors often used to define requirements for simulator visual systems. Since 2008, NASA has worked with the USAF on the Operational Based Vision Assessment Program. The purpose of this program has been to provide the USAF School of Aerospace Medicine with a scientific testing laboratory to study human vision and testing standards in an operationally relevant environment. It was determined early in the design that current commercial and military training systems weren't well suited for the available budget as well as the highly research oriented requirements. During various design review meetings, it was determined the OBVA requirements were best met by using commercial-off-the-shelf equipment to minimize technical risk and costs. In this paper we will describe how the simulator specifications were developed in order to meet the research objectives and the resulting architecture and design considerations. In particular we will discuss the image generator architecture, database developments to meet eye limited resolution, and future reusablity in other projects.

flight simulator↗

Advanced turboprop aircraft flyover noise annoyance

Results from recent laboratory experiments in which human subjects were exposed to synthetic sounds simulating the flyover noise emitted by advanced turbofan aircraft engines are briefly summarized. The Aircraft Noise Synthesis System described by McCurdy et al. (1987) is used to simulate the noise from (1) a conventional turboprop engine, (2) a jet engine, (3) a single-rotating turbofan engine, and counterrotating turbofans with (4) equal or (5) unequal numbers of blades on the two rotors. The measured annoyance levels are compared with effective perceived noise levels in a graph. For a given noise level, the annoyance levels for (3) are shown to be slightly lower than those for all the other engine types, especially if the tone/broadband noise ratio is relatively high.

Mccurdy, David A.↗

Why an Eye Limiting Display Resolution Matters

Many factors affect the suitability of an out-the-window simulator visual system. Contrast, brightness, resolution, field-of-view, update rate, scene content and a number of other criteria are common factors often used to define requirements for simulator visual systems. For the past 7 years, NASA has worked with the USAF on the Operational Based Vision Assessment Program. The purpose of this program has been to provide the USAF School of Aerospace Medicine with a scientific testing laboratory to study human vision and testing standards in an operationally relevant environment. It was determined early in the design that current commercial and military training systems wern't well suited for the available budget as well as the highly research oriented requirements. During various design review meetings, it was determined the OBVA requirements were best met by using commercial-off-the-shelf equipment to minimize technical risk and costs. In this paper we will describe how the simulator specifications were developed in order to meet the research objectives and the resulting architecture and design considerations. In particular we will discuss the image generator architecture and database developments to meet eye limited resolution.

Kato, Kenji Hiroshi↗

HAT m:N Activity Overview

Since 2020, researchers from the Human Autonomy Teaming (HAT) Laboratory at NASA Ames Research Center have conducted human-in-the-loop (HITL) simulation research to study a new control paradigm for operations involving multiple remotely piloted aircraft systems (RPAS). Colloquially referred to as "m:N," this paradigm is characterized by multiple operators collaboratively controlling multiple vehicles between them. The m:N name expresses a ratio whereby m is the number of operators and N is the number of vehicles shared between them. In this presentation, HAT Lab researchers provide a high-level overview of the m:N studies that have been performed to-date. These include a study of the m:N concept of operations (CONOPS) and the attending roles and responsibilities ("ConOps/R&R Sim"), a study focused on contingency management involving dynamic, inter-operator transfers of vehicles ("Handoff Sim"), and a study examining the effects of pilot-ATC communication systems on workload ("UAM Comms Sim"). A selection of key results are provided. The presentation concludes with a brief discussion of planned research into m:N operations.

m:N↗

Comparative vibration environments of transportation vehicles

Measured vibration data are presented for a number of air and surface vehicles. Consideration is given to the importance of direction effects; of vehicle operating modes such as takeoff, cruise, and landing; and of measurement location on the level and frequency of the measurements. Various physical measurement units or descriptors are used to quantify and compare the data. Results suggest the range of vibration associated with a particular mode of transportation and illustrate the comparative levels in terms of each of the descriptors. Collectively, the results form a data base which may be useful in assessing the ride of existing or future systems relative to vehicles in current operation. In addition, subjective response data obtained from vibration simulator studies are presented to illustrate human response characteristics as well as to indicate a laboratory approach for the development of ride-quality criteria.

Stephens, D. G.↗

NASA Space Radiation Laboratory Galactic Cosmic Ray Simulator

With exciting new Agency plans for a sustainable return to the moon, astronauts will once again leave earth’s protective magnetosphere only to endure higher levels of radiation from galactic cosmic rays (GCR) and the possibility of a large solar particle event (SPE). Gateway, lunar landers, and surface habitats will be designed to protect crew against SPEs with vehicle optimization, storm shelter concepts, and/or active dosimetry; however, the ever-penetrating GCR will continue to pose the most significant health risks especially as lunar missions increase in duration and as NASA sets its aspirations on Mars. The primary risks of concern include carcinogenesis, central nervous system effects resulting in potential in-mission cognitive or behavioral impairment and/or late neurological disorders, degenerative tissue effects including cataracts, circulatory and heart disease, as well as, potential immune system decrements impacting multiple aspects of crew health. Characterization and mitigation of these risks requires a significant reduction in the large biological uncertainties of chronic (low-dose rate) heavy ion exposures and the validation of countermeasures in a relevant space environment. NASA has developed the “GCR Simulator” at Brookhaven National Laboratory to generate a spectrum of ion beams that approximates the primary and secondary GCR field experienced at human organ locations within a deep-space vehicle. The majority of the dose is delivered from protons (~65-75%) and helium ions (~10-20%) with heavier ions (Z>3) contributing the remainder. The “GCR Simulator” exposes state-of-the art cellular and animal model systems to 33 sequential beams including 4 proton energies plus degrader, 4 helium energies plus degrader, and the five heavy ions of C, O, Si, Ti, and Fe. A polyethylene degrader is used with the 100 MeV/n H and He beams to provide a nearly continuous distribution of low energy particles. A 500 mGy exposure, delivering doses from each of the 33 beams, requires 75-90 minutes. To more closely simulate the low dose rates found in space, sequential field exposures can be divided into daily fractions over 2-6 weeks, with individual beam fractions as low as 0.1-0.2 mGy. In the large beam configuration (60 x 60 cm2), 54 special housing cages can accommodate 2-3 mice each for a 70-75 min duration or ~15 individually housed rats. Emerging research results from our 2018 runs utilizing mixed heavy ion fields and protracted space exposures are forthcoming and will deepen our understanding of the numerous health risks faced by astronauts. This talk discusses NASA’s innovative technology solution for a ground-based GCR simulator at the NASA Space Radiation Laboratory to enable future exploration missions.

galactic cosmic ray simulator↗

Automated Portable Test (APT) System: overview and prospects

The Automated Portable Test (APT) System is a notebook-sized, computer-based, human-performance and subjective-status assessment system. It is now being used in a wide range of environmental studies (e.g., simulator aftereffects, flight tests, drug effects, and hypoxia). Three questionnaires and 15 performance tests have been implemented, and the adaptation of 30 more tests is underway or is planned. The APT System is easily transportable, is inexpensive, and has the breadth of expansion options required for field and laboratory applications. The APT System is a powerful and expandable tool for human assessment in remote and unusual environments.

Aerospace Medicine/instrumentation↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for immersing users in realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop simulations play a crucial role in NASA’s mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments, data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures, and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts’ situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA’s testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop simulations for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive simulation experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

HITL↗

Immersive Technologies for Human-in-the-Loop Lunar Surface Simulations

NASA, the National Aeronautics and Space Administration, continually seeks innovative solutions to enhance its operations, particularly in the realms of testing, evaluation, and training for future missions. Immersive technologies, such as virtual, augmented, and mixed reality have proven to be powerful tools for realistic, interactive, and engaging environments. This paper explores how the Simulation and Graphics Branch at NASA’s Johnson Space Center (JSC) leverages immersive technology, modern commercial rendering engines, and physics-based systems simulations to develop human-in-the-loop systems for humanity’s return to the Moon through the Artemis program. When NASA returns to the Moon, astronauts will travel to the Moon’s South Pole where lighting conditions will cause a more complex operational environment. Human-in-the-loop testing plays a crucial role in NASA's mission planning, spacecraft and space systems development, and evaluation of operational scenarios. The development of immersive environments such as a lunar rover mockup at a video wall enables engineers and astronauts to simulate and experience mission scenarios, integrated spacecraft systems, and operational procedures in a relevant environment before deployment. By integrating realistic virtual environments, immersive technology allows for the visualization and interaction with virtual spacecraft models, mission landscapes, and complex operational tasks. This approach helps identify potential design flaws, operational challenges, and safety considerations. It also provides valuable insights for risk reduction and helps improve mission efficiency and effectiveness. With advanced motion tracking systems and custom virtual environments data can be gathered and evaluated to help NASA refine training protocols, develop specialized training procedures and optimize human-robotic interactions for future space missions. Furthermore, immersive technology offers opportunities for future training initiatives at NASA. The Virtual Reality Laboratory at JSC has pioneered training with Virtual Reality (VR) since the Hubble Space Telescope repair missions in the early 1990’s. Extended Reality (XR) simulations enable astronauts to rehearse complex spacewalks, spacecraft maneuvers, and extravehicular activities in a safe and controlled environment. By replicating the physical and cognitive challenges of space missions, immersive training experiences enhance astronauts' situational awareness, decision-making abilities, and adaptability to unexpected scenarios. Additionally, immersive technology facilitates collaborative training, allowing geographically dispersed crew and mission control personnel to engage in synchronized simulations, fostering teamwork and effective communication. The adoption of immersive technology in NASA's testing, evaluation, and future training programs has yielded significant benefits. By incorporating human-in-the-loop testing for studies involving Extra Vehicular Activities (EVA), surface mobility and landing systems, NASA can identify and mitigate risks, optimize operational procedures, and enhance mission success. Ultimately, immersive training experiences can empower astronauts to better navigate the complexities of space missions, ensuring their safety, productivity, and success in the dynamic and challenging environments they will experience at the Lunar South Pole.

Simulation Modeling Virtual Reality Immersive Tech↗

Health maintenance facility system effectiveness testing

The Medical Simulations Working Group conducted a series of medical simulations to evaluate the proposed Health Maintenance Facility (HMF) Preliminary Design Review (PDR) configuration. The goal of these simulations was to test the system effectiveness of the HMF PDR configurations. The objectives of the medical simulations are to (1) ensure fulfillment of requirements with this HMF design, (2) demonstrate the conformance of the system to human engineering design criteria, and (3) determine whether undesirable design or procedural features were introduced into the design. The simulations consisted of performing 6 different medical scenarios with the HMF mockup in the KRUG laboratory. The scenarios included representative medical procedures and used a broad spectrum of HMF equipment and supplies. Scripts were written and simulations performed by medical simulations working group members under observation from others. Data were collected by means of questionnaires, debriefings, and videotapes. Results were extracted and listed in the individual reports. Specific issues and recommendations from each simulation were compiled into the individual reports. General issues regarding the PDR design of the HMF are outlined in the summary report.

Lloyd, Charles W.↗

Space Radiation Research at NASA

The harmful effects of space radiation on astronauts is one of the most important limiting factors for human exploration of space beyond low Earth orbit, including a journey to Mars. This talk will present an overview of space radiation issues that arise throughout the solar system and will describe research efforts at NASA aimed at studying space radiation effects on astronauts, including the experimental program at the NASA Space Radiation Laboratory at Brookhaven National Laboratory. Recent work on galactic cosmic ray simulation at ground based accelerators will also be presented. The three major sources of space radiation, namely geomagnetically trapped particles, solar particle events and galactic cosmic rays will be discussed as well as recent discoveries of the harmful effects of space radiation on the human body. Some suggestions will also be given for developing a space radiation program in the Republic of Korea.

Norbury, John↗

A design methodology for neutral buoyancy simulation of space operations

Neutral buoyancy has often been used in the past for EVA development activities, but little has been done to provide an analytical understanding of the environment and its correlation with space. This paper covers a set of related research topics at the MIT Space Systems Laboratory, dealing with the modeling of the space and underwater environments, validation of the models through testing in neutral buoyancy, parabolic flight, and space flight experiments, and applications of the models to gain a better design methodology for creating meaningful neutral buoyancy simulations. Examples covered include simulation validation criteria for human body dynamics, and for applied torques in a beam rotation task, which is the pacing crew operation for EVA structural assembly. Extensions of the dynamics models are presented for powered vehicles in the underwater environment, and examples given from the MIT Space Telerobotics Research Program, including the Beam Assembly Teleoperator and the Multimode Proximity Operations Device. Future expansions of the modeling theory are also presented, leading to remote vehicles which behave in neutral buoyancy exactly as the modeled system would in space.

Akin, David L.↗

Abrasive Effects of Lunar Regolith on Material Wear for Long-Term Lunar Applications

Long-term operations on the Moon’s surface require materials that can withstand the harsh lunar environment. Lunar dust and regolith pose significant threats to the long-term durability of materials used in lunar applications. Lunar dust, easily perturbed and dispersed, adheres and abrades materials due to its rough and irregular grain morphology. More closely representing this abrasion action through experimental laboratory testing is critical in assessing the durability of potential lunar candidate materials used in mechanical, sensor, and human-based systems. In this study, the performance of materials using Taber abrasive wheels made from lunar regolith simulant was assessed and compared to results obtained using standard ceramic-based abrasion materials. The results highlight a difference in the abrasive wear rates between the lunar regolith simulant and the standard ceramic-based abrasive. Utilizing the mechanisms and testing capabilities of this two-body abrasive interaction leveraging regolith-based abrasives may more closely represent the interplay between materials and lunar dust, which is vital for assessing the long-term viability of materials for extended lunar missions. Improved lunar testing capabilities may also enhance evaluations of the long-term performance degradation of passive and active dust mitigation methods.

Zachary Stein↗