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At least 37 records · Page 2

Human Systems Intergration & Engineering: HSI & E Design Influence

The design of space systems is a long and complicated process where changes to the design increase cost and schedule as the design progresses into implementation. Human Systems Integration uses tools such as mockups, Virtual Reality, Augmented Reality and human simulations early in the design process to evaluate designs for usability, operability, and maintainability. This early design influence provides cost and schedule savings during manufacturing and operations. Examples of how MSFC EV74 Human Systems Integration Team have used these tools to evaluate hardware designs will be discussed.

Tanya Andrews↗

Latency and User Performance in Virtual Environments and Augmented Reality

System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced displays systems. Latency has been shown to reduce the user's sense of immersion within a virtual environment, disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body's sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain's handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are indented to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics, and human-computer interaction.

Ellis, Stephen R.↗

An Evaluation of Extended Reality Technologies for Use in Verification Testing at NASA 2024 HRP IWS Abstract

BACKGROUND At NASA, verification testing is the formal process of ensuring that a product conforms to requirements set by a project or program. Some verification methods, such as Demonstrations and Test, require either the end product or a mockup of the product with sufficient fidelity to stand-in for the product during the test. Traditionally, these mockups have been physical (e.g., foam-core and wood) but there is growing interest in exploring new methods for testing with these mockups. These methods include virtual reality (VR), mixed reality, and augmented reality which are collectively referred to as eXtended Reality (XR) technologies. VR has already been adopted and used by many in the aerospace industry as a tool for use in early design phases (e.g., developmental testing) and may have the most potential for use in verification tests. Benefits of using VR mockups offer cost effectiveness, ease of iteration, simulation of hazardous conditions (e.g., an egress through a hatch with smoke obscuring vision), and the ability to simulate microgravity conditions, which are challenging to do with physical mockups. However, the validity of test results obtained from VR mockup demonstrations or testing, compared to the current gold standard of physical mockups, remains uncertain. It is unlikely that there is one clean answer as there are many different types of verification outcomes and each XR technology must be evaluated on its own merits. This is not an issue during developmental testing as the design is still in flux and the total success of the design is not dependent upon the results of a developmental test. Verification tests, however, only happen once, assuming no change to the design, and the results are used to certify the product. Therefore, establishing the validity of XR mockup-based verification outcomes is essential before considering them for any use in verification tests. OBJECTIVE AND METHOD To address this concern, the Human Research Program has funded a project to explore and qualify how XR technologies might be used in verification demonstration and testing at NASA. Currently, we are conducting a review of the literature on the utilization of XR mockups for design activities, prototyping, and user testing. We are employing the Strengths, Weaknesses, Opportunities, and Threats (SWOT) analysis method to identify the pros, cons, and barriers to adoption of XR technologies for verification testing at NASA. Additionally, we are developing a framework to guide the deployment of XR mockups for verification tests. Building upon available evidence from the literature and subject-matter expert feedback, our goal for the framework is to provide guidelines for which forms of XR mockups are suitable for a given verification test, when only physical mockups should be employed and to highlight areas for which more evidence is needed. To further refine our framework and to contribute to the body of evidence, we are planning a lab-based experiment comparing a VR mockup to a physical twin for a set of select verification outcomes. ANTICIPATED RESULTS In this presentation, we will present the work we conducted to evaluate XR technologies for use in verification tests at NASA. We will summarize and report our findings from the SWOT analysis and our lab-based study, and we will present the current state of the XR Technologies for Verification Testing framework. We will conclude by summarizing remaining work and future directions for the project. Technologies for Verification Testing framework. We will conclude by summarizing remaining work and future directions for the project.

Extended Reality↗

Training Astronauts using Hardware-in-the-Loop Simulations and Virtual Reality

The commercial market has recently started giving significant attention to virtual and augmented reality, even though the technology has been around for many years. The Virtual Reality Training Lab (VRL) at the NASA Johnson Space Center has been using virtual reality to train astronauts for decades. This paper will focus on describing three major Hardware-in-the-Loop VR simulation systems, the Simplified Aid for EVA Rescue (SAFER) system known as the "jetpack", the Mass Handling System nicknamed Charlotte, and a simulated robotics environment for collaborative mission evaluation. Two of these systems are critical for astronaut training. Crew must certify on SAFER and go through the Charlotte Mass Handling training prior to flying to the International Space Station (ISS). Typically, they also complete at least one collaborative visualization session to review any planned Extra Vehicular Activities (EVAs), or spacewalks, before an assigned flight. Given the volatility of new technologies, the graphics and simulation environments used are maintained to be hardware agnostic to preserve a high level of fidelity. Utilizing VR for astronaut training has proved to be effective and essential for these specific systems.

Angelica D. Garcia↗

Vertical full-colour micro-LEDs via 2D materials-based layer transfer

Micro-LEDs (µLEDs) have been explored for augmented and virtual reality display applications that require extremely high pixels per inch and luminance. However, conventional manufacturing processes based on the lateral assembly of red, green and blue (RGB) µLEDs have limitations in enhancing pixel density. Recent demonstrations of vertical µLED displays have attempted to address this issue by stacking freestanding RGB LED membranes and fabricating top-down, but minimization of the lateral dimensions of stacked µLEDs has been difficult. Here we report full-colour, vertically stacked µLEDs that achieve, to our knowledge, the highest array density (5,100 pixels per inch) and the smallest size (4 µm) reported to date. This is enabled by a two-dimensional materials-based layer transfer technique that allows the growth of RGB LEDs of near-submicron thickness on two-dimensional material-coated substrates via remote or van der Waals epitaxy, mechanical release and stacking of LEDs, followed by top-down fabrication. The smallest-ever stack height of around 9 µm is the key enabler for record high µLED array density. We also demonstrate vertical integration of blue µLEDs with silicon membrane transistors for active matrix operation. Furthermore, these results establish routes to creating full-colour µLED displays for augmented and virtual reality, while also offering a generalizable platform for broader classes of three-dimensional integrated devices.

42 ENGINEERING↗

Developing Extended Reality Projects in Support of Design, Fabrication and Procedure

The goal of this internship was to improve and create virtual reality simulations and visualizations for use in parallel with the design, fabrication, and analysis of flight ready hardware for areas like the Environmental Control and Life Support Systems (ECLSS) and also Space Systems. Specifically, my work was done in the XRSpace lab at Marshall Space Flight Center (MSFC) with assistance directly and indirectly from workers at KSC, JSC and LaRC. Led by David Reynolds, the XRSpace lab develops products for various entities at NASA. The work done in the XRSpace lab focuses on Extended Reality (XR) solutions for both simulations and visualization capabilities. The goal of the lab is to support the larger systems of NASA and to help find ways that XR technologies can streamline and optimize the design process. Extended Reality is an umbrella term that encompasses Mixed Reality, Augmented Reality, and Virtual Reality. In this capacity, I was able to complete several elements in the design, building, testing, and deployment for a variety of immersive experiences, including a VR procedure simulation, visualization aids, and a 360-image capture tool.

Joseph Chambers↗

Ultra‐Flexible Pixelated Perovskite Photodetectors Enabled by Honeycomb Polymer Grids for High‐Resolution Imaging

Abstract A nature‐inspired fabrication method based on a photolithography‐free flexible polymer grid is reported for high‐resolution pixelation of perovskite photodiode arrays with exceptional mechanical ductility and a morphology resembling that of natural compound eyes. The resulting pixelated perovskite photosensitive layer has a ≈1 µm pixel size with 2000 Pixels per inch (PPI) resolution when fully assembled as a photodetector array, delivering a detectivity of >10 13 Jones while providing cross‐talk free imaging. Using a polymer grid effectively releases stress on the perovskite platform, greatly increasing the mechanical agility of the otherwise brittle perovskite film. This novel fabrication methodology and device design offer new possibilities for applications in robotics, biomedical imaging, and virtual and augmented reality.

Zheng, Ding [Department of Chemistry and the Mater↗

Roadmap for Optical Metasurfaces

Metasurfaces have recently risen to prominence in optical research, providing unique functionalities that can be used for imaging, beam forming, holography, polarimetry, and many more, while keeping device dimensions small. Despite the fact that a vast range of basic metasurface designs has already been thoroughly studied in the literature, the number of metasurface-related papers is still growing at a rapid pace, as metasurface research is now spreading to adjacent fields, including computational imaging, augmented and virtual reality, automotive, display, biosensing, nonlinear, quantum and topological optics, optical computing, and more. At the same time, the ability of metasurfaces to perform optical functions in much more compact optical systems has triggered strong and constantly growing interest from various industries that greatly benefit from the availability of miniaturized, highly functional, and efficient optical components that can be integrated in optoelectronic systems at low cost. This creates a truly unique opportunity for the field of metasurfaces to make both a scientific and an industrial impact. Furthermore, the goal of this Roadmap is to mark this “golden age” of metasurface research and define future directions to encourage scientists and engineers to drive research and development in the field of metasurfaces toward both scientific excellence and broad industrial adoption.

37 INORGANIC, ORGANIC, PHYSICAL, AND ANALYTICAL CH↗

Integration of 5G and Time Sensitive Networks in Fossil Energy Generation Systems: A Case Study

Precise timing and data transmission within stringent time constraints are critical for numerous applications, such as robotics, virtual and augmented reality, industrial automation, energy and medical business, and various other sectors. Time-sensitive networks (TSN) and fifth-generation wireless communications (5G) are crucial for industrial communications, enabling convergent communication for various services using a common network core. Applications that are time-sensitive and require deterministic communications with low latency fall into this category, such as generation plant systems. This paper presents a simulated model of 5G-TSN for a fossil power plant based on the wired network parameters implemented in situ. Metrics analysis, comparison and future work are presented. © 2024 IEEE.

01 COAL, LIGNITE, AND PEAT↗

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.↗

Information Power Grid: Distributed High-Performance Computing and Large-Scale Data Management for Science and Engineering

We use the term "Grid" to refer to distributed, high performance computing and data handling infrastructure that incorporates geographically and organizationally dispersed, heterogeneous resources that are persistent and supported. This infrastructure includes: (1) Tools for constructing collaborative, application oriented Problem Solving Environments / Frameworks (the primary user interfaces for Grids); (2) Programming environments, tools, and services providing various approaches for building applications that use aggregated computing and storage resources, and federated data sources; (3) Comprehensive and consistent set of location independent tools and services for accessing and managing dynamic collections of widely distributed resources: heterogeneous computing systems, storage systems, real-time data sources and instruments, human collaborators, and communications systems; (4) Operational infrastructure including management tools for distributed systems and distributed resources, user services, accounting and auditing, strong and location independent user authentication and authorization, and overall system security services The vision for NASA's Information Power Grid - a computing and data Grid - is that it will provide significant new capabilities to scientists and engineers by facilitating routine construction of information based problem solving environments / frameworks. Such Grids will knit together widely distributed computing, data, instrument, and human resources into just-in-time systems that can address complex and large-scale computing and data analysis problems. Examples of these problems include: (1) Coupled, multidisciplinary simulations too large for single systems (e.g., multi-component NPSS turbomachine simulation); (2) Use of widely distributed, federated data archives (e.g., simultaneous access to metrological, topological, aircraft performance, and flight path scheduling databases supporting a National Air Space Simulation systems}; (3) Coupling large-scale computing and data systems to scientific and engineering instruments (e.g., realtime interaction with experiments through real-time data analysis and interpretation presented to the experimentalist in ways that allow direct interaction with the experiment (instead of just with instrument control); (5) Highly interactive, augmented reality and virtual reality remote collaborations (e.g., Ames / Boeing Remote Help Desk providing field maintenance use of coupled video and NDI to a remote, on-line airframe structures expert who uses this data to index into detailed design databases, and returns 3D internal aircraft geometry to the field); (5) Single computational problems too large for any single system (e.g. the rotocraft reference calculation). Grids also have the potential to provide pools of resources that could be called on in extraordinary / rapid response situations (such as disaster response) because they can provide common interfaces and access mechanisms, standardized management, and uniform user authentication and authorization, for large collections of distributed resources (whether or not they normally function in concert). IPG development and deployment is addressing requirements obtained by analyzing a number of different application areas, in particular from the NASA Aero-Space Technology Enterprise. This analysis has focussed primarily on two types of users: the scientist / design engineer whose primary interest is problem solving (e.g. determining wing aerodynamic characteristics in many different operating environments), and whose primary interface to IPG will be through various sorts of problem solving frameworks. The second type of user is the tool designer: the computational scientists who convert physics and mathematics into code that can simulate the physical world. These are the two primary users of IPG, and they have rather different requirements. The results of the analysis of the needs of these two types of users provides a broad set of requirements that gives rise to a general set of required capabilities. The IPG project is intended to address all of these requirements. In some cases the required computing technology exists, and in some cases it must be researched and developed. The project is using available technology to provide a prototype set of capabilities in a persistent distributed computing testbed. Beyond this, there are required capabilities that are not immediately available, and whose development spans the range from near-term engineering development (one to two years) to much longer term R&D (three to six years). Additional information is contained in the original.

Johnston, William E.↗

Modeling and Simulation - Virtual

The purpose of this report is to describe the body of work I have produced as a NASA Office of Science Technology Engineering and Math (OSTEM) intern in the Fall 2020 semester. My mentor during this session was Antonio Pego and my main task was to research and develop solutions in augmented and virtual reality technologies for use in training simulations. A main focus of this project was the development of human models for use in the game engine, with the purpose of creating simulations that would help with realistic analysis of tasks that will be performed by personnel. A steep learning curve had to be tackled in order to learn and catch up with current MR technologies. Along the way I created documentation of the different techniques utilized to support future continuation of the project.

Peter Leroy Santana Rodriguez↗

Human Research Program: Human Factors and Behavioral Performance

This discussion provides an overview of the Human Research Program (HRP), the Human Factors and Behavioral Performance Element (HFBP), and outlines currently documented research using AR/VR or Hybrid Reality to maintain or improve human behavior for long duration exploration mission environments. Different analog environments are also discussed in this presentation (ISS and HERA).

Human Research Program↗

Human Research Program: Human Factors and Behavioral Performance Research to Enable Artemis

This discussion provides an overview of the human research program (HRP), the Human Factors and Behavioral Performance Element (HFBP), and outlines currently documented research using AR/VR or Hybrid Reality to maintain or improve human behavior for long duration exploration mission environments. Different analog environments are also discussed in this presentation (ISS and HERA).

Human Research Program↗

Seeing the Future of Spaceflight: Applications of Extended Reality (XR) Technologies

INTRODUCTION Advances in Earth Independent Medical Operations (EIMO) focused capabilities will be crucial for completing successful beyond low-earth-orbit (LEO) missions, where traditional Earth-based medical support and near real-time communication are limited, intermittent, or absent. In such restricted or limited communication environments, emerging extended reality (ER or XR) technologies may play a vital role in ensuring crew health and safety. Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are common terms used to describe technologies that "generate or modify" while “extended reality” (ER or XR) is often used as an umbrella term for these technologies. This review explores how such cutting-edge “extended reality” information delivery systems are currently applied across various disciplines within NASA. The review focuses on their capabilities, limitations, and prospective future applications as they pertain to Earth-Independent Medical Operations and its components of pre-mission planning, medical decision making, resource management, and task load management. METHODS/DESIGN The review began with a literature search to identify relevant disciplines (e.g., medical education, austere environments) where XR technologies have been studied to highlight areas where evidence is lacking. Previous and current NASA XR projects and applications, as well as commercial partnerships, such as those with Small Business Innovation Research (SBIR), were identified. Discussions with technical experts involved in the design, development, and application of these technologies allowed for classification based on their respective spaceflight applications. RESULTS AND CONCLUSION This review highlights current and emerging XR technologies that have been developed, tested, and implemented both terrestrially and in spaceflight by NASA, its international partners, the U.S. Armed Forces, and various relevant commercial entities. While these novel information delivery systems vary in their respective technology readiness levels (TRL), they have the potential to be implemented on Earth, in LEO, and during deep space exploration. These systems have the potential for impacting and optimizing many aspects of EIMO.

Yevgeniy Zhivotovskiy↗

Limitations and Feasibility of Mini X-Ray Devices in Space Environments

LIMITATIONS AND FEASIBILITY OF MINI X-RAY DEVICES IN SPACE ENVIRONMENTS As space exploration advances toward long-duration missions, reliable medical diagnostic tools become increasingly critical. The miniature x-ray (XR) technology demonstrations by the Exploration Medical Capability (ExMC) and the Exploration Medical Integrated Product Team (XMIPT) aim to assess the feasibility and utility of miniature XR devices in spaceflight. This abstract explores the limitations of current miniature XR systems, the challenges of training crew members, the potential role of clinical decision support systems (CDSS), and the feasibility of ground-based image interpretation. We also propose the integration of miniature XR into other ExMC efforts aimed at identifying the capabilities and resources needed for future exploration class missions. One of the primary challenges with miniature XR devices is the ability to achieve specific anatomical views, particularly in the confined and weightless conditions of a spacecraft. Operators may struggle to acquire diagnostic-quality images when space is limited for proper patient positioning and the volume of the imaging device. Since space radiation and detector limitations may further impact image quality, the flexibility of the operating procedures of these devices will be critical for their success in space applications. CHALLENGES IN TRAINING CREW TO OPERATE IMAGING DEVICES Training in the skills necessary to acquire diagnostic-quality scans may be a barrier for non-clinician crewmembers. The curriculum developed for crew medical officers (CMOs) will require simplification and adaptation to fit into the highly truncated pre-flight training period. Therefore, hands-on familiarization and simulation, both pre-flight and just-in-time training during missions, will be crucial to ensuring the crew can operate the devices in real-life situations. The ability to adjust acquisition parameters must be simplified or made automatic through exam selections on equipment user interfaces, and subject and operator positioning should be assisted with laser guidance and pictorial guides. POTENTIAL FOR CDSS OR ARTIFICIAL INTELLIGENCE (AI)-ASSISTED CDSS CDSS and AI-assisted CDSS offer significant promise in assisting crew members with limited medical training. These systems could provide real-time feedback on image quality and interpretation, helping to mitigate the risks of human error during space missions. Integrating procedural guidance tools, such as virtual and augmented reality, will support crewmembers in accurately positioning patients and obtaining high-quality images. However, the success of such systems will depend on the development of robust training datasets, integration with spaceflight-rated hardware, and the medical decision-making capabilities of operators. FEASIBILITY OF GROUND INTERPRETATION AND DATA TRANSMISSION Reliance on ground-based interpretation may prove difficult for acute care during exploration class-missions due to delays in transmission with increasing distance from Earth or complete communication blackout periods. In such instances where immediate interpretation for clinical intervention is required, crew must be able to interpret the images independently or utilize AI-based assistance to do so. File sizes for XR exams can also be large if numerous images are acquired and bandwidth constraints may limit data transmissions for both radiography and ultrasound exams. FUTURE WORK AND INTEGRATION INTO THE EVIDENCE LIBRARY Future work proposes integrating miniature XR devices into NASA’s Evidence Library to address medical conditions identified as significant contributors to crew morbidity and mortality. The possibility of combining miniature XR with other imaging modalities, such as ultrasound devices, is also under investigation. In conclusion, while miniature XR technology holds potential for extraterrestrial medical systems, there are significant challenges to overcome. Training, integration of AI tools, dedicated exam protocols for microgravity, and improved data transmission systems will be key to realizing the full benefits of miniature XR technology in space.

A M Nelson↗

Discovering Digital Engineering Needs Through Human-Centered Approaches

Digital engineering has the power to transform organizations in profound ways, but digitizing legacy workflows and infusing new technologies into existing practices may not yield the intended results or address the underlying problems or bottlenecks. This paper describes the human-centered approaches used to understand stakeholder challenges and identify digital engineering needs during the design-build-test portion of the systems development lifecycle. Through a series of interactive stakeholder workshops and need-finding activities, key stakeholder needs were identified to help guide the integration of digital engineering technologies. The overarching need was for downstream system development steps to be considered further upstream in the project lifecycle in a manner that allows for proactive and interactive co-constructive idea exploration, problem resolution, and requirements considerations in a collective engagement with engineers and technicians from multiple disciplines to increase efficiency and reduce risks while offering opportunities to improve the final engineered system. Supporting this need was a wide-ranging desire from stakeholders for digital and non-digital support structures for efficient rapid iteration during system development. This work yielded several improvements for system development processes and for digital engineering infusion.

Human-centered Design↗