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At least 37 records · Page 2

Moisture diffusion parameter characteristics for epoxy composites and neat resins

The moisture absorption characteristics of two graphite/epoxy composites and their corresponding cured neat resins were studied in high humidity and water immersion environments at elevated temperatures. Moisture absorption parameters, such as equilibrium moisture content and diffusion coefficient derived from data taken on samples exposed to high humidity and water soak environments, were compared. Composite swelling in a water immersion environment was measured. Tensile strengths of cured neat resin were measured as a function of their equilibrium moisture content after exposure to different moisture environments. The effects of intermittent moderate tensile loads on the moisture absorption parameters of composite and cured neat resin samples were determined.

Long, E. R., Jr.↗

Terrain Modelling for Immersive Visualization for the Mars Exploration Rovers

Immersive environments are being used to support mission operations at the Jet Propulsion Laboratory. This technology contributed to the Mars Pathfinder Mission in planning sorties for the Sojourner rover and is being used for the Mars Exploration Rover (MER) missions. The stereo imagery captured by the rovers is used to create 3D terrain models, which can be viewed from any angle, to provide a powerful and information rich immersive visualization experience. These technologies contributed heavily to both the mission success and the phenomenal level of public outreach achieved by Mars Pathfinder and MER. This paper will review the utilization of terrain modelling for immersive environments in support of MER.

immersive environments↗

Holodeck Testbed Project

The main objective of the Holodeck Testbed is to create a cost effective, realistic, and highly immersive environment that can be used to train astronauts, carry out engineering analysis, develop procedures, and support various operations tasks. Currently, the Holodeck testbed allows to step into a simulated ISS (International Space Station) and interact with objects; as well as, perform Extra Vehicular Activities (EVA) on the surface of the Moon or Mars. The Holodeck Testbed is using the products being developed in the Hybrid Reality Lab (HRL). The HRL is combining technologies related to merging physical models with photo-realistic visuals to create a realistic and highly immersive environment. The lab also investigates technologies and concepts that are needed to allow it to be integrated with other testbeds; such as, the gravity offload capability provided by the Active Response Gravity Offload System (ARGOS). My main two duties were to develop and animate models for use in the HRL environments and work on a new way to interface with computers using Brain Computer Interface (BCI) technology. On my first task, I was able to create precise computer virtual tool models (accurate down to the thousandths or hundredths of an inch). To make these tools even more realistic, I produced animations for these tools so they would have the same mechanical features as the tools in real life. The computer models were also used to create 3D printed replicas that will be outfitted with tracking sensors. The sensor will allow the 3D printed models to align precisely with the computer models in the physical world and provide people with haptic/tactile feedback while wearing a VR (Virtual Reality) headset and interacting with the tools. Getting close to the end of my internship the lab bought a professional grade 3D Scanner. With this, I was able to replicate more intricate tools at a much more time-effective rate. The second task was to investigate the use of BCI to control objects inside the hybrid reality ISS environment. This task looked at using an Electroencephalogram (EEG) headset to collect brain state data that could be mapped to commands that a computer could execute. On this Task, I had a setback with the hardware, which stopped working and was returned to the vendor for repair. However, I was still able to collect some data, was able to process it, and started to create correlation algorithms between the electrical patterns in the brain and the commands we wanted the computer to carry out. I also carried out a test to investigate the comfort of the headset if it is worn for a long time. The knowledge gained will benefit me in my future career. I learned how to use various modeling and programming tools that included Blender, Maya, Substance Painter, Artec Studio, Github, and Unreal Engine 4. I learned how to use a professional grade 3D scanner and 3D printer. On the BCI Project I learned about data mining and how to create correlation algorithms. I also supported various demos including a live demo of the hybrid reality lab capabilities at ComicPalooza. This internship has given me a good look into engineering at NASA. I developed a more thorough understanding of engineering and my overall confidence has grown. I have also realized that any problem can be fixed, if you try hard enough, and as an engineer it is your job to not only fix problems but to embrace coming up with solutions to those problems.

Arias, Adriel↗

How far away is plug 'n' play? Assessing the near-term potential of sonification and auditory display

The commercial music industry offers a broad range of plug 'n' play hardware and software scaled to music professionals and scaled to a broad consumer market. The principles of sound synthesis utilized in these products are relevant to application in virtual environments (VE). However, the closed architectures used in commercial music synthesizers are prohibitive to low-level control during real-time rendering, and the algorithms and sounds themselves are not standardized from product to product. To bring sound into VE requires a new generation of open architectures designed for human-controlled performance from interfaces embedded in immersive environments. This presentation addresses the state of the sonic arts in scientific computing and VE, analyzes research challenges facing sound computation, and offers suggestions regarding tools we might expect to become available during the next few years. A list of classes of audio functionality in VE includes sonification -- the use of sound to represent data from numerical models; 3D auditory display (spatialization and localization, also called externalization); navigation cues for positional orientation and for finding items or regions inside large spaces; voice recognition for controlling the computer; external communications between users in different spaces; and feedback to the user concerning his own actions or the state of the application interface. To effectively convey this considerable variety of signals, we apply principles of acoustic design to ensure the messages are neither confusing nor competing. We approach the design of auditory experience through a comprehensive structure for messages, and message interplay we refer to as an Automated Sound Environment. Our research addresses real-time sound synthesis, real-time signal processing and localization, interactive control of high-dimensional systems, and synchronization of sound and graphics.

Bargar, Robin↗

Filler Wire Development for 2195 Aluminum-Lithium

The objective of the research was to determine the susceptibility of submitted welded 2195 plate in an AI (Alternate Immersion) environment. Forty-day AI exposure was completed on 8 welded 2195 stress corrosion samples. No stress corrosion cracking (SCC) was found on any of the samples tested. All 8 samples experienced exfoliation corrosion attack in the heat-affected zone (HAZ) adjacent to the weld. All samples were examined metallographically and showed varying degrees of intergranular corrosion (IG). The filler metal on all samples showed moderate to heavy pitting.

Bjorkman, Gerald W.↗

Finite Element Methods for real-time Haptic Feedback of Soft-Tissue Models in Virtual Reality Simulators

We have applied the linear elastic finite element method to compute haptic force feedback and domain deformations of soft tissue models for use in virtual reality simulators. Our results show that, for virtual object models of high-resolution 3D data (>10,000 nodes), haptic real time computations (>500 Hz) are not currently possible using traditional methods. Current research efforts are focused in the following areas: 1) efficient implementation of fully adaptive multi-resolution methods and 2) multi-resolution methods with specialized basis functions to capture the singularity at the haptic interface (point loading). To achieve real time computations, we propose parallel processing of a Jacobi preconditioned conjugate gradient method applied to a reduced system of equations resulting from surface domain decomposition. This can effectively be achieved using reconfigurable computing systems such as field programmable gate arrays (FPGA), thereby providing a flexible solution that allows for new FPGA implementations as improved algorithms become available. The resulting soft tissue simulation system would meet NASA Virtual Glovebox requirements and, at the same time, provide a generalized simulation engine for any immersive environment application, such as biomedical/surgical procedures or interactive scientific applications.

Frank, Andreas O.↗

Wind Tunnel Data Fusion and Immersive Visualization: A Case Study

This case study describes the process of fusing the data from several wind tunnel experiments into a single coherent visualization. Each experiment was conducted independently and was designed to explore different flow features around airplane landing gear. In the past, it would have been very difficult to correlate results from the different experiments. However, with a single 3-D visualization representing the fusion of the three experiments, significant insight into the composite flowfield was observed that would have been extremely difficult to obtain by studying its component parts. The results are even more compelling when viewed in an immersive environment.

Severance, Kurt↗

Using RSVP for analyzing state and previous activities for the Mars Exploration Rovers

Current developments in immersive environments for mission planning include several tools which make up a system for performing and rehearsing missions. This system, known as the Rover Sequencing and Visualization Program (RSVP), includes tools for planning long range sorties for highly autonomous rovers, tools for planning operations with robotic arms, and advanced tools for visualizing telemetry from remote spacecraft and landers. One of the keys to successful planning of rover activities is knowing what the rover has accomplished to date and understanding the current rover state. RSVP builds on the lessons learned and the heritage of the Mars Pathfinder mission This paper will discuss the tools and methodologies present in the RSVP suite for examining rover state, reviewing previous activities, visually comparing telemetered results to rehearsed results, and reviewing science and engineering imagery. In addition we will present how this tool suite was used on the Mars Exploration Rovers (MER) project to explore the surface of Mars.

Mars Exploration Rover (MER)↗

An Onboard ISS Virtual Reality Trainer

Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the station to perform these repairs. After the retirement of the shuttle, this is no longer an available option. As such, the need for the ISS crew members to review scenarios while on flight, either for tasks they already trained or for contingency operations has become a very critical subject. In many situations, the time between the last session of Neutral Buoyancy Laboratory (NBL) training and an Extravehicular Activity (EVA) task might be 6 to 8 months. In order to help with training for contingency repairs and to maintain EVA proficiency while on flight, the Johnson Space Center Virtual Reality Lab (VRLab) designed an onboard immersive ISS Virtual Reality Trainer (VRT), incorporating a unique optical system and making use of the already successful Dynamic Onboard Ubiquitous Graphical (DOUG) graphics software, to assist crew members with current procedures and contingency EVAs while on flight. The VRT provides an immersive environment similar to the one experienced at the VRLab crew training facility at NASA Johnson Space Center. EVA tasks are critical for a mission since as time passes the crew members may lose proficiency on previously trained tasks. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the ISS ages. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before.

Miralles, Evelyn↗

Designing, Modeling, Constructing, and Testing a Flat Panel Speaker and Sound Diffuser for a Simulator

The goal of this project was to design, model, build, and test a flat panel speaker and frame for a spherical dome structure being made into a simulator. The simulator will be a test bed for evaluating an immersive environment for human interfaces. This project focused on the loud speakers and a sound diffuser for the dome. The rest of the team worked on an Ambisonics 3D sound system, video projection system, and multi-direction treadmill to create the most realistic scene possible. The main programs utilized in this project, were Pro-E and COMSOL. Pro-E was used for creating detailed figures for the fabrication of a frame that held a flat panel loud speaker. The loud speaker was made from a thin sheet of Plexiglas and 4 acoustic exciters. COMSOL, a multiphysics finite analysis simulator, was used to model and evaluate all stages of the loud speaker, frame, and sound diffuser. Acoustical testing measurements were utilized to create polar plots from the working prototype which were then compared to the COMSOL simulations to select the optimal design for the dome. The final goal of the project was to install the flat panel loud speaker design in addition to a sound diffuser on to the wall of the dome. After running tests in COMSOL on various speaker configurations, including a warped Plexiglas version, the optimal speaker design included a flat piece of Plexiglas with a rounded frame to match the curvature of the dome. Eight of these loud speakers will be mounted into an inch and a half of high performance acoustic insulation, or Thinsulate, that will cover the inside of the dome. The following technical paper discusses these projects and explains the engineering processes used, knowledge gained, and the projected future goals of this project

Dillon, Christina↗

NASA Virtual Glovebox: An Immersive Virtual Desktop Environment for Training Astronauts in Life Science Experiments

The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.

Twombly, I. Alexander↗

Immersive Simulations and Engineering Environment (iSEE)

In January 2017, the Immersive Simulations and Engineering Environment (iSEE), formally known as the Human Factor Tool (HFT), was brought back online. Since August, the lab had been operating at a nominal status, but with dated hardware. An evaluation was done on the present system so that the improvements and capabilities brought about by the upgrades can be quantified. Immediately following the analysis, evaluations with human factor engineers were performed and some upgrades were implemented. Due to a malfunction with a crucial piece of hardware, the lab was reconfigured temporarily. This allowed easy analysis and integration of various other components which improved the laboratories overall performance. Soon after, work began on creating a video to showcase the capabilities of the lab. This video not only served to show the actual functions of the lab, but also show the expanded capabilities the new hardware and software made available. Skills were acquired throughout the renovation process in various fields, all of which were crucial to not only implementing the updates to the lab, but understanding how they will improve it.

Motion Capture↗

Eye height scaling of absolute size in immersive and nonimmersive displays

Eye-height (EH) scaling of absolute height was investigated in three experiments. In Experiment 1, standing observers viewed cubes in an immersive virtual environment. Observers' center of projection was placed at actual EH and at 0.7 times actual EH. Observers' size judgments revealed that the EH manipulation was 76.8% effective. In Experiment 2, seated observers viewed the same cubes on an interactive desktop display; however, no effect of EH was found in response to the simulated EH manipulation. Experiment 3 tested standing observers in the immersive environment with the field of view reduced to match that of the desktop. Comparable to Experiment 1, the effect of EH was 77%. These results suggest that EH scaling is not generally used when people view an interactive desktop display because the altitude of the center of projection is indeterminate. EH scaling is spontaneously evoked, however, in immersive environments.

NASA Discipline Space Human Factors↗

Immersive Simulations and Engineering Environment (iSEE): Increasing the Realism of Simulations

The Immersive Simulations and Engineering Environment (iSEE) lab at Kennedy Space Center has been operating with its current team since 2017. The lab provides National Aeronautics and Space Administration (NASA) with simulations that show the stress and strain that a strenuous task can cause on a body. Previously the lab was using software that was efficient in ergonomic analysis of a human body, but limited in creating a realistic simulation. To produce a more realistic simulation, the iSEE invested in new software that could potentially create an environment that could show the viewer a simulation that was closer to reality.

Hodge, Brianna↗