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Live Ultra-High Definition from the International Space Station

The first ever live downlink of Ultra-High Definition (UHD) video from the International Space Station (ISS) was the highlight of a 'Super Session' at the National Association of Broadcasters (NAB) in April 2017. The Ultra-High Definition video downlink from the ISS all the way to the Las Vegas Convention Center required considerable planning, pushed the limits of conventional video distribution from a space-craft, and was the first use of High Efficiency Video Coding (HEVC) from a space-craft. The live event at NAB will serve as a pathfinder for more routine downlinks of UHD as well as use of HEVC for conventional HD downlinks to save bandwidth. HEVC may also enable live Virtual Reality video downlinks from the ISS. This paper will describe the overall work flow and routing of the UHD video, how audio was synchronized even though the video and audio were received many seconds apart from each other, and how the demonstration paves the way for not only more efficient video distribution from the ISS, but also serves as a pathfinder for more complex video distribution from deep space. The paper will also describe how a 'live' event was staged when the UHD coming from the ISS had a latency of 10+ seconds. Finally, the paper will discuss how NASA is leveraging commercial technologies for use on-orbit vs. creating technology as was required during the Apollo Moon Program and early space age.

Grubbs, Rodney↗

CAIDA CUI Confirmation for OMRS & LCC SOCRRATES Emulator and iSEE Upgrade, Operations, & Analysis

This internship has focused on providing solutions for the Customer Avionics Interface Development and Analysis (CAIDA) subsystem. The main emulator that has been used during this internship is the Software-Only CEV (Crew Exploration Vehicle) Risk Reduction Analysis and Test Engineering Simulator (SOCRRATES). This emulator uses advanced math and physics methods to simulate specific points in a mission, such as ascent, entry, and orbit. Exploration Ground Systems (EGS) must ensure that all KSC based ground systems can be properly integrated with the flight vehicle software, therefore, the Modeling and Simulation Branch (NE-XM) of the KSC (Kennedy Space Center) Engineering Directorate supports a virtual environment that simulates the interface between ground systems and the flight vehicle. A primary component in assuring that is knowing whether the emulators have incorporated the correct CUIs (Compact Unique Identifiers) into their system, as well as understanding both the static and dynamic responses of the individual CUIs. Also, an effort for verification of Operational Maintenance Requirements Specifications (OMRS) and Launch Commit Criteria (LCC) that are supported by SOCRRATES for the Orion Crew Module were part of the project tasks this semester. This internship also focused on comparing two different simulation Commercial-off-the-shelf (COTS) products and to determine whether or not a COTS package was a viable replacement for the current software that the iSEE (Immersive Simulations and Engineering Environment) lab uses. Upon research and testing, I found that this software was not feasible for the lab. It could not easily load CAD (Computer-Aided Design) or CREO models, give live feedback while the user is in the environment, and was not compatible with a virtual reality headset, all of which are necessary for the lab.

Bundy, Caleb↗

Visualization and Analysis of Solar System Small Bodies with NASA's Solar System Treks Project

In its investigations of Vesta and Ceres, NASA’s Dawn mission has returned spectacular data detailing the surfaces of these two prominent small bodies in our Solar System’s asteroid belt. In order to greatly facilitate dissemination, visualization, and analysis of this data, and public understanding of the mission, the Dawn mission has partnered with NASA’s Solar System Treks Project (SSTP). SSTP has recently released an update to the Vesta Trek online portal (https://trek.nasa.gov/vesta/) and has released a new Ceres Trek portal (https://trek.nasa.gov/ceres/). This presentation will showcase the use of the Ceres Trek and Vesta Trek portals and demonstrate how they can be used to visualize and analyze particularly interesting landforms such as the pitted terrain on Vesta and relic cryovolcanoes on Ceres. We will also demonstrate the new VR capability that has been added to the portals, allowing users to generate their own virtual reality flyovers for any user-defined paths along the bodies’ surfaces. In addition to highlighting the portals for Ceres and Vesta, the presentation will preview additional portals being planned/developed for other small bodies. NASA and JAXA have requested the development of a portal for the asteroid Ryugu to facilitate dissemination, visualization, and analysis of data from Japan’s Hayabusa2 mission, and a portal for Mars’ moon Phobos in support of mission planning for Japan’s MMX mission. We are also planning a portal for the asteroid Bennu with data from the OSIRIS-Rex mission. All of these products are efforts in the NASA Solar System Treks Project (SSTP), available at https://trek.nasa.gov. NASA's Solar System Trek online portals provide web-based suites of interactive data visualization and analysis tools to enable mission planners, planetary scientists, students, and the general public to access mapped data products from past and current missions for a growing number of planetary bodies including the Moon, Mars, Vesta, etc. These portals are being used for site selection and analysis by NASA and a number of its international partners, supporting upcoming missions. In addition to demonstrating the capabilities of selected portals in this presentation, we will solicit input from the community for ideas for future enhancements to the portals.

Day, Brian↗

TES-8: Advanced Exo-Brake, VR and COM Experiments

The TES-8 was jettisoned from the International Space Station on January 31, 2019. As an orbital laboratory and 8th in on-going series, the design makes use of a standard set of interfaces and safety features that permit rapid re-flight. On this flight, an advanced Exo-Brake is flown with de-orbit targeting capability that will engender sample return capability from LEO platforms. A Virtual Reality data recording system uses stereo imaging and efficient data-compression with an NVIDIA GPU (Graphics Processing Unit) to permit compression and transmission of very large data files. An SDR (Software Defined Radio) will download data to the NEN (Near Earth Network) for the first time - demonstrating potential use in cis-lunar space using S-band. For the first time, a comparison will be made regarding the functionality of the Iridium and Globalstar short burst data modems - as essential communication tools for future nano-sat projects. Lastly, the 7 micro-processors and 4 cameras provide an excellent learning platform for university students and NASA young professionals.

Exo-Brake↗

Test Bed for Human Performance in Mockup Suit

Crewmembers' ability to adjust to changes in gravity and sensorimotor function is essential for successful suited mobility in lunar and planetary missions. Setups for current pressurized spacesuit testing require suit technicians, specialized medical clearances, and test support personnel along with increased risk to the subject. Furthermore, suited setups constrain the types of additional hardware that can be used. A test bed was developed with the goal to evaluate human suited performance using an unpressurized Mark III mockup suit and virtual reality (VR) system. The mockup suit provides a means of performing proof-of-concept tasks for suited performance with lower time and cost demands. Additionally, VR goggles provide a means for projecting an immersive planetary environment and applying perturbations to the visuo-vestibular system with minimal equipment. Furthermore, the test bed will be developed to allow room for improvement in fidelity for future suited applications.

Beltran, Eduerdo J.↗

Test Bed for Human Performance in Mockup Suit

Crewmembers' ability to adjust to changes in gravity and sensorimotor function is essential for successful suited mobility in lunar and planetary missions. Setups for current pressurized spacesuit testing require suit technicians, specialized medical clearances, and test support personnel along with increased risk to the subject. Furthermore, suited setups constrain the types of additional hardware that can be used. A test bed was developed with the goal to evaluate human suited performance using an unpressurized Mark III mockup suit and virtual reality (VR) system.

Beltran, Eduardo↗

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↗

Integrated Design Systems -Capturing, Reusing and Optimizing Design Methods in New Millenium

An important goal of New Millenium is to research new methods of performing spacecraft and mission design. We have completed the first phase of our effort on how to make design tools such as analysis programs more available. We are now embarking with Stanford University on discovering methods to allow more project history and knowledge to be automatically captured and reused with Ames Research Center on how to use virtual reality to enhance the visualization of new missions before any hardware exists.

New↗

Down-Selection of Four Common Habitat Variants

The Common Habitat is a large habitat developed as an alternative architecture study, not part of the current NASA baseline, that uses the SLS core stage liquid oxygen tank as its primary structure. It has a gravity-independent internal architecture, such that identical units can be used on the lunar surface, Mars surface, and in microgravity. In developing the habitat, two key architectural questions emerged. Should the internal layout use a vertical or horizontal orientation of the tank? Should the crew size be four or eight? This led to the design of four variants: a four-crew horizontal, four-crew vertical, eight-crew horizontal, and eight-crew vertical. The four-crew variants use a shortened version of the tank while the eight-crew variants use the entire tank. The primary consideration applied for down-selection is the crew experience living and working in the habitat, inclusive of crew productivity, well-being, and survivability. Based on this consideration, a series of seven assessments were performed to compare the variants. This analysis was performed as an unfunded, volunteer activity leveraging civil servants across multiple field centers, most with expertise working in various Artemis teams. Additionally, the evaluation was limited to the use of CAD models, images, and spreadsheet data, with no resources available for mockups or Virtual Reality. A logistics analysis developed a standard logistics module and then estimated how much stowage could be carried onboard each Common Habitat and how many logistics modules are required by each variant for a given mission duration. It also considered the amounts of water to be stored in each variant. A functional analysis identified and compared the living and working functions across the habitats, ranking them relative to each other. A crew time assessment first estimated the total crew time, building a weekly crew timeline for both four and eight-person crews. It then allocated time to activities linked to living and working functions, comparing how much time was available for each function in each variant. A science productivity assessment developed a relative metric using crew time, science stowage, and assumed rates of experiment consumables use to analytically compare the four variants. It also comparatively ranked the habitats with respect to a number of subjective parameters and a workstation acceptability rating. A maintenance capacity assessment identified and compared eleven generic maintenance capabilities across the variants and also ranked them for their predicted ability to complete twelve fabrication, maintenance, and repair scenarios. A contingency responsiveness analysis examined twelve serious in-flight contingencies. For each scenario, the number of crew needed to respond were predicted and acceptability of various aspects of contingency response were evaluated, comparing the variants against each other. Finally, in a habitability assessment, 120 habitability characteristics reflecting 13 major categories were evaluated for each habitat. These results were compared to identify the most acceptable habitat in each category. Ultimately, the data favored the horizontal orientation over the vertical and an eight-person crew over four. Implications of selecting this variant are discussed, including specific architectural challenges that result from the use of the full tank.

Habitability↗

Functional Volume Assessment of an Early Version of the Mars Transit Habitat

During the summer of 2020, the NASA Mars Architecture Team (MAT) conducted a functional volume assessment of the Transit Habitat (TH). The TH has evolved substantially since that time and the current TH does not share the same internal configuration, but the insights gained from the assessment remain relevant. In virtually all architectures involving chemical, electric, or nuclear propulsion, the majority of the crew mission is spent aboard the TH. The Earth to Mars transit durations may vary from architecture to architecture, but all are on the order of hundreds of days, regardless of whether an opposition or conjunction class trajectory is selected, and regardless of whether the propulsion system is chemical, electric, or nuclear. Thus, the TH must provide capabilities appropriate to a very long duration. So, despite significant changes in the current Mars architecture over the past few years, this evaluation still provides useful recommendations in the form of habitability guidance that can be applied to current and future TH concepts. This assessment had six primary objectives: provide a sanity check to the BOC-derived TH layout; understand if we can fit the hardware and functional tasks in the volume; provide a high-level assessment of how aggressive the layout is; generate a list of challenges or assumptions necessary to make it work; generate a list of future work to refine understanding; and identify proposed requirements. All of this information is critical to drive habitat sizing studies and key architecture decisions. It was clear that a human-in-the-loop (HITL) evaluation of some kind would be necessary, but several challenges were immediately identified. The most information could be gleaned from a Desert Research and Technology Studies (DRATS) type of mission operations test (MOT), but the TH concept was too low fidelity to construct the type of prototype necessary to conduct a MOT, nor were their financial resources to do so. The next best option – and really the one most appropriate for the BOC’s stage of maturity – is a Virtual Reality (VR) walk-through evaluation. However, NASA was in a shutdown state due to the COVID-19 pandemic and the VR labs were inaccessible. As a result, a tabletop evaluation was created, using .jpg imagery from the ECM CAD model along with Excel-based datasheets. High-level crew living and working functions within the habitat were identified for evaluation. Questionnaires using Likert scales assessed acceptability of habitat functions and sim quality – the degree to which the function was represented in CAD. This enabled the evaluation to be conducted by personnel working remotely. Each function was evaluated individually along with several overarching habitability parameters and vehicle subsystems. The results of this evaluation are discussed, including methodological challenges and rating challenges. Acceptability results are discussed for functions that the participants were able to rate and participant comments for functions that could not be related are also described. Final conclusions are described, including challenges or assumptions needed to make the TH design acceptable, future work needed to refine understanding of the TH, and proposed habitat requirements based on test data.

Transit Habitat↗

Rapid Assessment of a Lunar Surface Laboratory Module

Johnson Space Center is piloting an innovation team known as the Forge to perform rapid turnaround, concurrent engineering studies. The Forge is intended to be able to pull together a team of strategically selected domain experts to innovatively solve a specified problem within a short period of time. The Forge’s inaugural project being the development of a Lunar Surface Laboratory Module concept. The lab module is intended as an option for the Artemis program’s Lunar Architecture Team. The lab module may allow for increased science productivity and return on investment than a surface architecture with only the habitat. This paper will discuss the configuration of the Lunar Laboratory module, including the pressure vessel, its placement relative to the Surface Habitat and Pressurized Rover, and internal architecture. In order to determine the suitability of such a design, a human factors evaluation is conducted. Historically, a human factors evaluation of a habitable volume could require a month or longer, including time needed to prepare a test plan, conduct the evaluation, compile the data, and produce a report. The entire Forge effort will only last for five weeks, forcing the creation of a rapid assessment process. This rapid assessment includes three evaluation studies, all conducted and processed in the space of a single day, to determine the acceptability of the resulting design. The first evaluation is a card sort evaluation of the laboratory instruments. A brief discussion of the card sort evaluation is provided. This card sort is focused on the relative positioning of the laboratory instruments, determining whether a given instrument should be adjacent to, or separated from, another. It will use human factors personnel and both life and physical scientists as subject matter experts. The second evaluation is a science productivity tabletop evaluation. This evaluation focuses on the selection of instruments and the number of instruments, attempting to assess the amount of work the crew will be able to use the facility to do. It uses life and physical science personnel as subject matter experts. The third evaluation is a CAD or Virtual Reality human factors walkthrough evaluation. This evaluation focuses on the layout of the lab module and its connectivity to the basecamp’s pressurized elements. If possible, astronauts will be used as subject matter experts. Each of these evaluations will focus primarily on objective data with limited subjective comments, reducing the time required for processing responses. The results of each evaluation and their implications will be discussed. Based on the evaluation data, an overall acceptability of the Lunar Surface Laboratory Module produced by the Forge study can be determined. Lessons learned and recommendations for future use of the human factors rapid assessment process in early design trades will also be provided.

Lunar Laboratory↗

The Gandalf Staff: A Mobile Tool for Lunar Exploration (2nd year of development)

The Gandalf Staff is a mobile tool designed to be a flexible device supporting crewed and uncrewed operations on the lunar surface. The core of the device is a 24v battery with communications and data storage systems. Initial optional components supporting crewed Extra-Vehicular Activity (EVA) include a LiDAR and 360˚ camera. These provide 3D mapping of the traverse for documentation, and to aid future planning. The mapping also creates outreach opportunities for the public to “stand beside” the astronaut in Virtual Reality (VR). The staff provides external lighting for field site illumination in the south polar region low sun angle environment. Navigation instruments for crew position determination with Lunar Search and Rescue (LunaSAR) are also included. The staff itself can be used as a walking aid or as a splint for Incapacitated Crew Rescue (ICR). As a stand-alone device, the staff operates as a long duration untended science platform collecting environmental data and sending it to a lunar base station. The stand-alone mode requires connection to an auxiliary power source (e.g. solar array) and energy storage system (e.g. battery), so it could become an electrical recharging station. To make rapid progress in the 1st year, and also to demonstrate innovative project management techniques, NASA guided a private industry partner, T STAR, in leading Capstone Engineering student teams at Texas A&M University (TAMU) for proof-of-concept development and testing. These teams developed the power system and demonstrated successful integration of LiDAR, WiFi communications, and external lighting subsystems. Another industry team at Jacobs Technology prototyped a tripod to hold the staff upright. For the 2nd year (FY’22), NASA will again collaborate with partners to prototype enhanced power and lighting concepts. Year 2 will also add new capability for LunaSAR and geophysical science instrumentation using a heat probe. The heat probe is based upon Apollo heritage but modified to measure subsurface volatile ice regimes at the Artemis landing site. Components of the Gandalf Staff can be developed, tested, and deployed independently, or on the integrated staff, rovers, or utility trailers. The project supports crew safety, lunar sample curation, mission science, and public outreach goals of NASA. PLAIN TEST SUMMARY: Gandalf Staff is a 24v battery powered mobile tool for the lunar surface supporting crewed geologic field site exploration, or as a stand-alone science platform. As a tool assisting astronauts conducting field geology, the Gandalf Staff provides external lighting to illuminate shadowed regions on the surface. It also documents the process of collecting rocks and dust samples using a LiDAR (laser range instrument) and cameras. The staff provides a beacon for emergency location of astronauts and augments communications when the astronauts are blocked by large boulders. As a standalone science platform, the Gandalf Staff provides a power system for instruments and sensors to measure the lunar environment over long periods of time. The staff gathers data and sends the results to a lunar base station for analysis.

External Lighting↗

Bringing Planetary Science Mission Outreach to the Deaf and Blind Communities

Introduction: Technology for enhancing outreach, like 3D printing, and science communication products, such as videos and podcasts, can be utilized within the planetary science community, especially for the engagement and excitement of current or upcoming planetary exploration missions. However, these communication products can also be further enhanced for the benefit of the blind and deaf communities. While such products may already be readily available, such projects are not easily accessible to blind and/or deaf certified educators, which often rely on making their own resources or do not have the funds to provide such resources (e.g., cost of 3D printers or cost of braille books). The planetary science community can have better practices to reach these broader audiences. Best practices can include transcripts from podcasts, transcripts in videos, and large-font captions. Images on websites and social media accounts should also include alt-text descriptive captions. 3D printing can also enhance planetary science for the blind community, through tactile posters, maps, and pamphlets. Planetary data can also be augmented by providing different tactile geological maps (e.g., topography or various datasets), and audio-visual videos freely available for educators. Visual Engagement: Visual engagement consists of several avenues to consider, the three main themes includes: 1) swag; 2) videos; 3) interactive exploration. Swag can include the fun visual take-home materials, such as stickers, posters, bookmarks, etc. Videos can include educational-specific videos (available freely via YouTube or by other educational-specific streaming avenues, such as Nebula or Curiosity Stream), provided they have Closed Captioning (CC). The use of QR codes to such videos or websites can also benefit to being added on swag. Interactive exploration can also be sub-divided by different types of engagement. A popular and still fairly new technology for public engagement is the use of virtual reality (VR). While this has been mainly for martian and lunar surface exploration [1], the deaf communities can benefit from VR through a more extensive look at our solar system and beyond (for example, a VR experience of the flight path, or visual map of the heliosphere/dynamics of our Sun). Audio Engagement: Audio tools can also be a useful avenue of communication, especially for the blind communities. Audio archiving can certainly be transcripts from the video engagements, but also the use of podcasts can also be a benefit. Podcasting can take on two forms: 1) interview engagement; and 2) update engagement. For interviews, scientists can communicate with STEM-specific podcast platforms to make other listener-bases aware of what is going on with a specific mission. For update-type communication, missions may opt to have an archived podcast of news, updates, and the teams involved. The most important aspect of such podcasts would be for the need of complimentary transcripts (including descriptive transcripts if sounds are included), and the limited use of jargon. Research Engagement: There have been several examples of involving the blind and low-vision communities in citizen science, such as through the NASA Heliophysics division. Examples include the NASA PUNCH (Polarimeter to Unify the Corona and Heliosphere) mission led by the Southwest Research Institute [2], which include blind and visually-impaired citizens to assist in the Sun’s coronal rhythms.” Another example is the Eclipse Soundscapes: Citizen Science Project (ES:CSP), which documents observations of acoustical changes of nature and ecosystems during solar eclipse events [3]. Inclusivity: A major theme that is necessary for public engagement is inclusivity and the awareness of reaching broader audiences. Outreach to include hearing/seeing impaired communities are still lacking in the sciences. There are several opportunities that the planetary sciences could take. Other projects that have emerged from the space sciences include adding transcripts to visual engagement [4], and the use of 3D printing for the visually-impaired [5]. References: [1] Olgin, J. (2020) 51st LPSC, Abstract 2137. [2] https://scitechdaily.com/outreach-for-nasa-punch-mission-embraces-ancient-and-modern-sun-watching-theme/ [3] https://science.nasa.gov/science-activation-team/eclipse-soundscapes [4] NASA International Observe the Moon Night (Blind and Deaf Accessible), Youtube Video ( https://www.youtube.com/watch?v=neHCfg0S3-Q) [5] Richardson, J., et al. (2018) AGU Fall Meeting, Abstract ED23F-0963.

C J Ahrens↗

Validation of Rendered Natural and Artificial Lighting Environments in Real Time Lunar South Pole Simulations

NASA’s Artemis campaign is making heavy use of simulation to help return humans to the lunar surface by the end of the decade. There are several aspects of the lunar surface and its environment which must be accurately modeled before these simulations can be relied upon to influence decisions being made under these programs. Digital Lunar Exploration Sites, a paper submitted to the 2022 IEEE Aerospace Conference, outlined the process used to generate the lunar surface in a digital environment. This paper will expand upon this topic and delve into the steps being taken by the NASA Exploration Systems Simulations (NExSyS) team at NASA’s Johnson Space Center (JSC) to properly verify and validate these simulations, with a focus on the visual aspects of the environment. Natural lighting validation relies in part on the wealth of data generated during the Apollo program. Many images taken by Apollo astronauts on the lunar surface have been replicated in the simulated environments to gain confidence in the accuracy of terrain and lighting models. However, because the environment the Artemis astronauts will experience at the Lunar South Pole (LSP) is dissimilar from the near-equatorial Apollo sites, other validation techniques must be applied. At the LSP, the sun crests only about three degrees above the horizon and when combined with the lack of a lunar atmosphere, lighting in this region is often very different than what a human would experience on Earth. Solar illumination, earthshine, human eye response, solar blooming, lunar regolith optical properties, and shadows cast by rocks and crater walls will play a significant role in an astronaut’s ability to safely conduct an Extra-Vehicular Activity (EVA) or perform a traverse with a lunar rover. Approaches for validation of these aspects of the rendered LSP environment are considered in this paper. In addition to natural lighting, approaches for the validation of artificial lighting models at the LSP are discussed. The JSC Lighting Lab has been studying the illumination profile of the Exploration Infomatics Subsystem (xINFO) lighting on the Exploration EVA Mobility Unit (xEMU). How these lights interact with the solar illumination and the shadows being cast on the lunar surface is of particular interest, so the validity of models representing these lights in a human-in-the-loop virtual reality environment becomes very important. This paper also touches on some of the simulation performance considerations when a Human in the Loop (HITL) is present, which drives the need for real time rendering of the environment. Natural and artificial lighting will play a crucial role to decisions being made when planning and executing missions at the Lunar South Pole (LSP) and it is vitally important to understand the LSP environment before we return.

Lunar↗

NASA’s Moon Trek Portal: New Capabilities Supporting Mission Planning and Engagement

Introduction: NASA’s Moon Trek (https://trek.nasa.gov/moon/) is one of a growing number of interactive, browser-based, online portals for planetary data visualization and analysis produced by NASA’s Solar System Treks Project (SSTP). Moon Trek continues to be enhanced with new data and new capabilities enabling it to facilitate the planning and conducting of upcoming lunar missions by NASA, its commercial partners, and its international partners, as well as advancing its role as a valuable outreach tool. A Comprehensive Online Web Portal: Developed at NASA’s Jet Propulsion Laboratory (JPL) and managed as a project of NASA’s Solar System Exploration Research Virtual Institute (SSERVI) at NASA Ames Research Center, Moon Trek is a browser-based web portal. The portal provides easy-to-use tools for browsing, data layering, data product blending, and feature search among thousands of data products covering topography, mineralogy, elemental abundance, geology, and much more. Visualizations are provided in var-ious map projections, interactive 3D viewing, and in virtual reality. Using an in-house stereo workflow, SSTP is able to produce new NAC-based high-resolution mosaics and DEMs. Diverse Applications for Lunar Exploration: Baseline analytic tools available to all users include dis-tance measurement, elevation profiling, sun angle calculation, and 3D print file generation. More advanced account-level tools allow users to perform more computationally intensive analyses. These include ray-traced lighting analysis for user-specified areas over user-specified time/date ranges and time intervals, electro-static surface potential analysis, subsetting of large data products, slope analysis, and Lunar Laser Ranging geometry calculation. Artificial intelligence (AI) and ma-chine learning (ML) based tools have been implemented for crater detection and hazard analysis, boulder detection and hazard analysis, and rockfall detection. New Tools Facilitating Exploration: Additional, new tools have recently been added and others are in development, offering even greater functionality in con-ducting analyses of potential landing sites and areas of surface operations. The new Line-of-Sight tool facilitates communications planning between locations on the lunar surface, between any given site on the lunar surface and a specified ground station on the Earth, and between a site on the lunar surface and a relay asset in lunar orbit, all taking into account local lunar topography. The new Data Plotter tool provides both tabular and graphical representations of pixel values along a user specified path for a growing number of data products. The new NAC Finder tool will identify and pro-vide access to NAC images that intersect a user-defined path or bounded area. The SSTP development team is looking to leverage the capabilities of its existing AI and ML crater, boulder, and rockfall detection and analysis tools, and extend that technology to a generalized feature detector that can be trained on instances of specific types of landforms and then search the lunar surface for more examples of such features. New traverse planning tools are being developed with use cases in generalized concept studies and specific mission planning in mind. These will facilitate finding optimal traverse paths based on constraints such as slope, lighting, hazard avoidance, and communications. These will be complemented by new traverse visualization capabilities. Users will be able to interactively ride along with a rover, examining 3D views of the terrain while adjusting camera height and viewing angle along with selecting different data layer overlays to drape across the terrain. Engaging the Public: The capabilities being developed for mission planning are being leveraged to further enhance Moon Trek’s proven utility as a valuable public outreach resource. This includes providing multiple lev-els of engagement with different points of entry. At its simplest level, promoting understanding through visualization, media and the public will be able to easily visualize and conduct their own exploration of lunar sites targeted by NASA and its partners. For a more in-depth experience, we are working with our stakeholders to promote understanding through interaction by extend-ing our current landing site and traverse analysis capabilities, making simplified access to these tools available to those who want to explore more deeply key factors in planning a mission through interactive and possibly even gamified experiences. The highest degree of public outreach, focusing on engagement through scientific participation, could be achieved through our work with missions and the NASA Office of the Chief Scientist on Moon Trek’s extension as a tool with specialized capabilities for facilitating citizen science. In such scenarios, participants become members of extended mis-sion science teams, using dedicated and integrated interfaces to analyze mission data to help answer questions key to lunar science and exploration. We are work-ing with NASA’s Office of Communications, museums, planetariums, and the media to help them easily integrate accurate, detailed visualizations of NASA’s lunar destinations and exploration into their content/productions and to engage diverse audiences in diverse venues.

Moon Trek↗

Effect of Carbon Dioxide Exposure on Physical and Cognitive Performance in a Simulated Spaceflight Contingency Scenario

Introduction: Carbon dioxide (CO2) produced by astronauts inside space suits can accumulate to levels that affect health and performance. The human health and performance risks associated with different levels of CO2 exposure in the flight environment remain an area of debate. The purpose of this study is to characterize the limit of acceptable performance (cognitive and physical) decrements and symptom severity for mission operations when subjected to elevated inspired CO2 levels in the spacesuit during contingency EVA scenarios. Methods: This study will create a simulation of a 1-hour contingency EVA walk back to the habitat, incorporating a passive treadmill and a fully immersive virtual reality (VR) simulation of a lunar EVA. Subjects will be asked to walk on a treadmill while breathing partial pressures of CO2 of 0, 5, 10, 15, 20, 25, 30mmHg for 1 hour at a time. Cognitive performance will be quantified using validated cognitive tests and measures of functional task performance embedded within the VR environment. Test subject symptoms and self-assessment of performance will be evaluated via survey. Results: This study currently has approval from NASA’s Institutional Review Board and has completed the Test Readiness Review process. Next steps for this research study include test subject recruitment, data collection, and analysis. Data collection is planned for calendar year 2022 and 2023. Discussion: This study will provide valuable information regarding how various partial pressures of CO2 exposure impact acute health, as well as cognitive and physical performance during simulated lunar EVA. This information will be vital in the assessment of overall risk associated with current hardware (vehicle and suit) design for upcoming exploration missions. It will also be invaluable for informing future standards and requirements.

carbon dioxide↗

Aviation Safety Research at NASA Langley: Applications of Physiological Computing and Neuroergonomics

The emerging field of research, known as Neuroergonomics, maintains that in order to investigate complex real-world behavior it is necessary to undePhysiological Computing systems are technological systems that incorporate physiological data from humans into their functionality or display these data at their interfaces. Neuroergonomics examines the brain mechanisms and underlying human–technology interaction in increasingly naturalistic settings representative of work and in everyday-life situations. The presenters will introduce Physiological Computing and Neuroergonomics in applications that vary from social robotics and videogames in laboratory settings to firearms training in virtual reality to aviation operations in highly ecological environments.

Aviation Safety Research↗

A Decision Support System for Extravehicular Operations Under Significant Communication Latency

Within the next few decades, humanity hopes to perform extravehicular activities (EVAs) on the surface of Mars; however, several technical and operational challenges must first be overcome. Foremost among these challenges is managing a significant two-way communication latency between Earth and Mars. Current and historical paradigms of EVA operations have required near-real-time communication between the crewmember(s) performing an EVA and an Earth-based mission control. Next-generation operational paradigms for supporting deep space exploration will necessitate a distributed decision authority system, including delayed Earth-based mission control, the on-planet extravehicular crewmember(s), and intermediate mission support from intravehicular crewmember(s) within real-time communication range. This latter group is of particular interest: they must provide operations support without the plentiful resources available to mission control on Earth. For this purpose, NASA is developing the Personalized EVA Informatics and Decision Support (PersEIDS) software platform. PersEIDS is designed to bolster operator situational awareness and offload operator workload by automating the tracking and projection of consumables usage over an EVA timeline, providing real-time probabilistic safety assessments of an EVA timeline given consumables constraints, and recommending alternative EVA timeline(s) when the active timeline is not expected to be completed under consumables limits. The PersEIDS concept of operations, use cases, and models will be presented. A limited version of PersEIDS was demonstrated during a three-day-long study where each day a roughly four-hour-long simulated Martian EVA was performed in virtual reality at the NASA Johnson Space Center. The first day was a control trial without PersEIDS support; the second and third days represented different levels of decision support provided by PersEIDS to the intravehicular crewmember acting as mission control. With PersEIDS support, the IV crewmember was able to manage the mission to completion faster and with more remaining consumables; however, additional testing is required to understand confounding factors, e.g. training bias.

Mars↗