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At least 415 records · Page 23

NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

Delgado, Francisco J.↗

Intelligent Motion and Interaction Within Virtual Environments

What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

Ellis, Stephen R.↗

Conducting Feasibility Studies in a Virtual World: Lessons Learned and Emerging Best Practices from the NASA DEVELOP Program

In response to new workplace realities, the NASA DEVELOP National Program pivoted from co-locating students, emerging professionals, and science advisors to bringing together virtual teams from across the United States. In its spring 2020 term, rapidly evolving circumstances required an ad-hoc roll-out of a virtual approach to complete the spring projects. Based on the experience from the spring term and a few weeks of planning, DEVELOP then conducted a fully virtual summer term with features such as 1) online collaboration tools, 2) virtual machines for analysis, and 3) streamed training offerings, including DEVELOP’s first ever program-wide Software Carpentry workshop. This full term of bringing together remote actors to select, build, and manage teams brought many challenges. Summer feedback has influenced planning for the fall 2020 term and process improvement is ongoing. This presentation will highlight lessons learned throughout this period of rapid change. Feedback from spring and summer terms and the Software Carpentry workshop will be summarized. Beyond participant impacts, there will also be discussion of effects on project results and partner experience. Final takeaways will focus on best practices that have been distilled for virtually-conducted feasibility studies.

NASA DEVELOP↗

Fused Reality for Enhanced Flight Test Capabilities

The feasibility of using Fused Reality-based simulation technology to enhance flight test capabilities has been investigated. In terms of relevancy to piloted evaluation, there remains no substitute for actual flight tests, even when considering the fidelity and effectiveness of modern ground-based simulators. In addition to real-world cueing (vestibular, visual, aural, environmental, etc.), flight tests provide subtle but key intangibles that cannot be duplicated in a ground-based simulator. There is, however, a cost to be paid for the benefits of flight in terms of budget, mission complexity, and safety, including the need for ground and control-room personnel, additional aircraft, etc. A Fused Reality(tm) (FR) Flight system was developed that allows a virtual environment to be integrated with the test aircraft so that tasks such as aerial refueling, formation flying, or approach and landing can be accomplished without additional aircraft resources or the risk of operating in close proximity to the ground or other aircraft. Furthermore, the dynamic motions of the simulated objects can be directly correlated with the responses of the test aircraft. The FR Flight system will allow real-time observation of, and manual interaction with, the cockpit environment that serves as a frame for the virtual out-the-window scene.

Bachelder, Ed↗

Rapid prototyping 3D virtual world interfaces within a virtual factory environment

On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.

Kosta, Charles Paul↗

An artificial reality environment for remote factory control and monitoring

Work has begun on the merger of two well known systems, VEOS (HITLab) and CLIPS (NASA). In the recent past, the University of Massachusetts Lowell developed a parallel version of NASA CLIPS, called P-CLIPS. This modification allows users to create smaller expert systems which are able to communicate with each other to jointly solve problems. With the merger of a VEOS message system, PCLIPS-V can now act as a group of entities working within VEOS. To display the 3D virtual world we have been using a graphics package called HOOPS, from Ithaca Software. The artificial reality environment we have set up contains actors and objects as found in our Lincoln Logs Factory of the Future project. The environment allows us to view and control the objects within the virtual world. All communication between the separate CLIPS expert systems is done through VEOS. A graphical renderer generates camera views on X-Windows devices; Head Mounted Devices are not required. This allows more people to make use of this technology. We are experimenting with different types of virtual vehicles to give the user a sense that he or she is actually moving around inside the factory looking ahead through windows and virtual monitors.

Kosta, Charles Paul↗

Enhancing Situation Awareness of Automated Procedures Using Adaptive Multimodal Augmented Reality Displays

In future missions, crew must be more autonomous and perform tasks with limited help from MCC. Virtual Intelligent Task Assistant (VITA) will stand-in for MCC and help crew perform tasks. Prepare for and perform manual tasks to increase efficiency and accuracy. Take over partially completed task by summarizing progress made so far, and reviewing remaining tasks. Maintain situation awareness of ongoing automated procedures while crew is performing manual tasks.

Schreckenghost, D.↗

RAID Unbound: Storage Fault Tolerance in a Distributed Environment

Mirroring, data replication, backup, and more recently, redundant arrays of independent disks (RAID) are all technologies used to protect and ensure access to critical company data. A new set of problems has arisen as data becomes more and more geographically distributed. Each of the technologies listed above provides important benefits; but each has failed to adapt fully to the realities of distributed computing. The key to data high availability and protection is to take the technologies' strengths and 'virtualize' them across a distributed network. RAID and mirroring offer high data availability, which data replication and backup provide strong data protection. If we take these concepts at a very granular level (defining user, record, block, file, or directory types) and them liberate them from the physical subsystems with which they have traditionally been associated, we have the opportunity to create a highly scalable network wide storage fault tolerance. The network becomes the virtual storage space in which the traditional concepts of data high availability and protection are implemented without their corresponding physical constraints.

Ritchie, Brian↗

X-HAB 2020: AR Field Treks Summary and Conclusions

As part of the FY20 X-Hab Challenge, BLiSS sought to create an Augmented Reality (AR) toolkit to help with analog field trek operations under the supervision of the Solar System Exploration Research Virtual Institute (SSERVI). These treks are operational and technical demonstrations at space-like destinations on Earth to test current extra-vehicular activity (EVA) techniques. While BLiSS as an organization has experience studying operational tasks such as this, it has never developed AR software at this scale. For that reason, another team at the University was brought on to work in parallel. The Collaborative Lab for Advancing Work in Space (CLAWS) is a veteran group of the NASA Spacesuit User Interface Technologies for Students (SUITS) challenge in which Hololens displays for astronauts are created within a year. The operational and technological pairing was ideally suited for tackling this problem. The team divided its responsibilities so that BLiSS would handle the research required to shape the project. As this deliverable had an end user, it was decided that interviewing these field geologists and operations specialists would provide the best insight. These interviews paired with literature review would reveal niche applications for AR that remained within feasible bounds. These science-driven EVAs in unknown terrain require more flexible tools than the current generation of EVA assistants. Rather than focus on sequential instructions, there instead needs to be a broad toolkit that's only called upon in specific instances. This AR Toolkit for Lunar Astronauts and Scientists (ATLAS) became the development goal of the project: create a non-intrusive assembly of tools that could be accessed in AR on the field. The current ATLAS design makes use of a geospatially and temporally annotated eld note system called GeoNotes. This allows for data to be collected and coordinated in a way that's synchronized across time, space, and different users. A Mission Control Center (MCC) and Mobile Support Equipment (MSE) were all needed to transport the AR headset into the field with the user. A network infrastructure was designed and set up within the University to enable this functionality. The software is based on a Protocol-Module structure that allows for modular development of each capability. A Protocol Manager coordinates different protocols that make use of modules. Each module tackles a different individual task while the protocol puts each one to use. The protocol manager coordinates when these are called to be used. This software is hosted on a head-mounted display (HMD) with the MCC acting as support from afar. While the software would be unit-tested at each level and each hardware component verified, a final demonstration would serve to prove the system's capabilities: an analog field trek. The team would prepare to support a user in a remote location from the MCC back at the University. A local area near campus would be tested before going out to do sample field geology further away. This unfortunately became impossible with the arrival of COVID-19. Access to all of the facilities to complete the project as planned were shut down. Our team was scattered across the globe and forced to complete the rest virtually. Adjustments were made to produce a small virtual concept in Adobe XD in the meantime. Even digital surveys were created based on the NASA task-load index (TLX) originally intended for testing actual users. The goal shifted towards completing software and getting feedback on the user interfaces (UI) and user experiences (UX). This team has reformed in response to COVID and its focus has shifted to what can be done remotely. There is still an intention to finish the original deliverable described in this report. The work has been expanded beyond the original X-Hab challenge and has instead become its own research e ort to be continued afterwards. This report collects the processes and knowledge gained from a year of studying and working at this problem with two teams. It should preserve it for the time until the world returns to normal and work can resume. CLAWS will be taking over full responsibility from that point forward, eventually surpassing the original needs of the project. While this document captures the work done towards an eventual end, the CLAWS team has written their own proposal alongside it. It outlines a new future for ATLAS beyond X-Hab, BLiSS, and hopefully beyond COVID-19. This project began as a vague goal hoping to place a new technology into the unique setting of exploration science. The project has since comfortably taken root and will hopefully bloom over the next year.

Alex Sena↗

Viability of Small Dimension Crew Quarters for Surface Habitation

It is possible that in the next twenty years NASA may fly crew quarters on twice as many spacecraft as it has in the past fifty years. In short, US experience with spacecraft crew quarters is limited and with few available standards to guide their design there is significant uncertainty facing spacecraft currently in development, several of which are also subject to substantial mass and volume challenges. Those spacecraft developments will face considerable pressure to minimize crew quarters size, including those intended for use on the lunar surface. Given that a crew quarters is the only space a crew member can call his or her own during missions that can last weeks to years in duration, providing an appropriate volume is especially important. This is even more critical when one considers the reality that all crew quarters flown to date have been smaller than minimum standards for US jail cells. This research will categorize functional capabilities of crew quarters and explore physical and virtual prototypes of small crew quarters that have attempted to include these capabilities. The Exploration Atmospheres Test at NASA Johnson Space Center represents the first opportunity to collect multi-day test data on crew quarters of this size in a gravitational environment. Intended to validate exploration prebreathe protocols, this test will house eight people inside a vacuum chamber that has been outfitted as a habitat prototype for twelve days. In addition to their other test activity, the crew will evaluate the acceptability of their crew quarters. This data will aid in establishing design guidelines for crew quarters in both short and long duration missions beyond low Earth orbit.

Crew Quarters↗

Pioneer Odyssey: Encounter with a Giant

Ancient peoples, perhaps thousands of years ago, undoubtedly conceived the idea of "reaching out" to Jupiter, the largest and most brilliant of the "wandering stars." But for mankind to stretch across the half billion miles to the giant planet of the Solar System many advances in technical and organizational fields of human endeavor had to be made. Outreach to Jupiter did not become a serious possibility until the Pioneer F and G Project was formed by NASA early in 1968. And then man began to design an extension of his senses that would probe the environs of the giant of the Solar System, a truly pioneer odyssey into the virtually unknown regions beyond the orbit of Mars. In the ensuing year. a dedicated and cooperative effort of several thousand people in Govern­ment, university, and private industrial organiza­tions converted the idea into a reality. Less than twelve generations after Galileo first saw the banded disc of Jupiter and the flickering dots of its large satellites in the newly invented telescope, mankind sent a machine to make observations within that Jovian system. The two Pioneer spacecraft for the mission to Jupiter each weighed only about 570 pounds, yet carried eleven highly sophisticated instruments capable of operating unattended for many year in space. The spacecraft consumes less electrical power than a standard 100 watt lamp yet is able to accept instructions from Earth to control numerous operating modes of its scientific payload, process observations from these scientific instruments and format the observations into information usable on Earth. Even more remarkable. the space­craft transmits a radio signal of only 8 watts power - equal to a nightlight - yet the information carried by the radio signal is received back on Earth from a distance of several billion miles. The Pioneer mission could not have been a success without the special engineering, scientific and management organization created for its accomplishment. This organization was rather unique in that it first had to meet a launch date target relatively quickly and then had to function for an extremely long mission operational time, far longer than any previous mission to planets. The first task was thus to organize so that the mission could be planned and the spacecraft designed and fabricated to be ready for launch within a few weeks of a 30-month target for completion. The program also produced an organization that planned mission operations to such detail that more than 16,000 commands were transmitted flawlessly to the distant spacecraft during Jupiter encounter. And each command reached the spacecraft within one second of the planned time despite the more than 90 minutes required for the radio message to travel from Earth to the space­craft and for the spacecraft to return a confirma­tion to controllers back on Earth. The organization for Pioneer also determined the required flight path from Earth to Jupiter with such precision, and controlled the launch vehicle with such accuracy, that 21 months after launch the spacecraft was able to fly behind Jupiter's satellite lo, thereby providing the first measurement that indicated the possibility of a tenuous atmosphere about this large satellite. Finally, the Pioneer organization processed and analyzed each year sufficient information from the spacecraft to fill a book having about 3 million pages and reduced this avalanche of data from space into summaries of manageable size. And all this organization depended on people, consisted of people: the people who really made this whole mission possible. Pioneer has always depended on the dedication of many individuals from many organizations throughout the world to achieve its scientific objectives, and, as evidenced by the success of the Pioneer series, this dependence is completely justified. Relatively few individuals have an opportunity during their lives to participate in such a challenging, historic, pioneering effort; and still fewer are able to enjoy the rewards of such an activity. We who have worked on Pioneer 10 and its sister spacecraft, Pioneer 11, consider ourselves fortunate to be in both classes. For the opportunity we thank the people of the United States of America, who have supported our country's space effort and its spreading of human awareness of a vast and intriguing universe in which our own unique planet Earth is only one of myriads of worlds. This volume describing the mission to Jupiter and its results is one of the many rewards for our effort which we share with you, the reader.

Fimmel, Richard O.↗

Geolocation applications of the Gonets LEO messaging satellites

Geostationary satellites carry a majority of the international telecommunications traffic not carried by transoceanic cable. However, because the radio path links to and from geostationary satellites total at least 70,000 km and because of inherent on-board spacecraft power limitations, earth stations used in conjunction with geostationary satellites are usually large and expensive. This limits their installation to areas with a well-developed industrial and economic infrastructure. This reality helps perpetuate a chicken egg dilemma for the developing countries and isolated regions. Economic integration with the developed world requires being 'networked'. But for many developing entities, even the initial price of entry exceeds their modest resources. Exclusion from the global information highways virtually assures retardation of economic growth for developing nations, remote and isolated areas. Very Small Aperture Terminal (VSAT) earth stations are often thought of as a solution for networking developing regions. But economic considerations often forecloses this option. If VSAT size and cost is to be minimized, powerful spot beams from the satellite need to be focused on relatively small regions. This is not often feasible because of the high cost of the satellite itself. To dedicate a high power spot beam to a small region is usually not economically feasible.

Vlasov, Vladimir N.↗

Status of the Correlation Process of the V-HAB Simulation with Ground Tests and ISS Telemetry Data

The Virtual Habitat (V-HAB) is a dynamic Life Support System (LSS) simulation, created to investigate future human spaceflight missions. V-HAB provides the capability to optimize LSS during early design phases. Furthermore, it allows simulation of worst case scenarios which cannot be tested in reality. In a nutshell, the tool allows the testing of LSS robustness by means of computer simulations. V-HAB is a modular simulation consisting of a: 1. Closed Environment Module 2. Crew Module 3. Biological Module 4. Physio-Chemical Module The focus of the paper will be the correlation and validation of V-HAB against ground test and flight data. The ECLSS technologies (CDRA, CCAA, OGA, etc.) are correlated one by one against available ground test data, which is briefly described in this paper. The technology models in V-HAB are merged to simulate the ISS ECLSS. This simulation is correlated against telemetry data from the ISS, including the water recovery system and the air revitalization system. Finally, an analysis of the results is included in this paper.

Ploetner, Peter↗

NASA's Centennial Challenge for 3D-Printed Habitat: Phase II Outcomes and Phase III Competition Overview

The 3D-Printed Habitat Challenge is part of NASA's Centennial Challenges Program. NASA's Centennial Challenges seek to accelerate innovation in aerospace technology development through public competitions. The 3D-Printed Habitat Challenge, launched in 2015, is part of the Centennial Challenges portfolio and focuses on habitat design and development of large-scale additive construction systems capable of fabricating structures from in situ materials and/or mission recyclables. The challenge is a partnership between NASA, Caterpillar (primary sponsor), Bechtel, Brick and Mortar Ventures, and Bradley University. Phase I of the challenge was an architectural concept competition in which participants generated conceptual renderings of habitats on Mars which could be constructed using locally available resources. Phase II asked teams to develop the printing systems and material formulations needed to translate these designs into reality. Work under the phase II competition, which concluded in August 2017 with a head to head competition at Caterpillar's Edward Demonstration Facility in Peoria, Illinois, is discussed, including the key technology development outcomes resulting from this portion of the competition. The phase III competition consists of both virtual and construction subcompetitions. Virtual construction asks teams to render high fidelity architectural models of a habitat and all the accompanying information required for construction of the pressure retaining and load bearing portions of the structure. In construction phase III, teams are asked to scale up their printing systems to produce a 1/3 scale habitat on-site at Caterpillar. The levels of the phase III construction competition (which include printing of a foundation and printing and hydrostatic testing of a habitat element) are discussed. Phase III construction also has an increased focus on autonomy, as these systems are envisioned for robotic precursor missions which would buildup infrastructure prior to the arrival of crew. Results of the phase III competition through July 2017 (which includes virtual construction level 1) are discussed. This Centennial Challenge enables an assessment of the scaleability and efficacy of various processes, material systems, and designs for planetary construction. There are also near-term terrestrial applications, from disaster response to affordable housing and infrastructure refurbishment, for these technologies.

Prater, T. J.↗

Notional Habitat Science Outfitting for a Lunar Surface Habitat or Mars Transit Habitat

Science outfitting is often given insufficient treatment in the development of early conceptual studies for lunar surface habitats. In some cases, only control masses and volumes are used as placeholders. In others, one science discipline may be given detailed treatment while others are largely ignored. It is not unheard of for science outfitting to be entirely forgotten in initial concept layouts. This is exacerbated by the reality that spacecraft design studies are often initiated long before science objectives have been established for any given human spaceflight destination. When those objectives later emerge, they can be difficult to accommodate if sizing studies did not allocate sufficient resources for them. A notional science outfitting can be created for virtually any human exploration habitat, however, utilizing data created by the International Space Station and Constellation programs. Biology, human research, physics, and geology science laboratories and a general-purpose work area for a lunar surface habitat will be derived using equipment identified by the Constellation-era Optimizing Science and Exploration Working Group (OSEWG) or flown on the International Space Station. Early science outfitting definition and inclusion in surface habitat sizing is critical for developing an exploration architecture that meets science needs. The mass, volume, power, and use cases associated with these notional laboratories impacts all of the habitat subsystems, habitat dimensions, hatch dimensions, logistics operations, launch vehicles and landers.

Lunar Habitat↗

Plants in space

Virtually all scenarios for the long-term habitation of spacecraft and other extraterrestrial structures involve plants as important parts of the contained environment that would support humans. Recent experiments have identified several effects of spaceflight on plants that will need to be more fully understood before plant-based life support can become a reality. The International Space Station (ISS) is the focus for the newest phase of space-based research, which should solve some of the mysteries of how spaceflight affects plant growth. Research carried out on the ISS and in the proposed terrestrial facility for Advanced Life Support testing will bring the requirements for establishing extraterrestrial plant-based life support systems into clearer focus.

Non-NASA Center↗

Creating and Using Sensors That Tell Us About Precipitation

Precipitation is deceptively simple to measure - just put a container in the back yard - and this was the only technology available until radar was discovered to be capable of sensing precipitation in the 1940's,leading to quantitative estimates by the 1970's.Meanwhile, satellite-based sensors started advancing.The first precipitation estimates from space re purposed the existing geosynchronous satellite infrared (GEO-IR) data, but purpose-built passive microwave (PMW) sensors soon became a reality. In 1987, the launch of the first Special Sensor Microwave/Imager on the Defense Meteorological Satellite Program F08 by the U.S. Department of Defense, and their decision to open the dataset top public use, created a boom in precipitation algorithms that continues to this day. Experimental work to create a global multi-satellite product by Global Precipitation Climatology Project, and then a "virtual constellation"of PMW sensors from satellite agencies around the globe by the NASA/JAXA Tropical Rainfall Measuring Mission (TRMM) and by NOAA/NWS Climate Prediction Center, resulted in a new generation of quasi-global multi-satellite precipitation estimates at increasingly fine time and space scales. TRMM and the NASA/JAXA Global Precipitation Measurement mission have hosted precipitation radars in space, providing critical new quasi-global information about 3-D precipitation structures and enabling improved calibration of the PMW constellation's estimates.

Huffman, George J.↗

Surface Development and Test Facility (SDTF) New R&D Simulator for Airport Operations

A new simulator, the Surface Development and Test Facility (SDTF) is under construction at the NASA Ames Research Center in Mountain View, California. Jointly funded by the FAA (Federal Aviation Administration) and NASA, the SDTF will be a testbed for airport surface automation technologies of the future. The SDTF will be operational in the third quarter of 1998. The SDTF will combine a virtual tower with simulated ground operations to allow evaluation of new technologies for safety, effectiveness, reliability, and cost benefit. The full-scale level V tower will provide a seamless 360 degree high resolution out-the-window view, and a full complement of ATC (air traffic control) controller positions. The imaging system will be generated by two fully-configured Silicon Graphics Onyx Infinite Reality computers, and will support surface movement of up to 200 aircraft and ground vehicles. The controller positions, displays and consoles can be completely reconfigured to match the unique layout of any individual airport tower. Dedicated areas will accommodate pseudo-airport ramp controllers, pseudo-airport operators, and pseudo-pilots. Up to 33 total personnel positions will be able to participate in simultaneous operational scenarios. A realistic voice communication infrastructure will emulate the intercom and telephone communications of a real airport tower. Multi-channel audio and video recording and a sophisticated data acquisition system will support a wide variety of research and development areas, such as evaluation of automation tools for surface operations, human factors studies, integration of terminal area and airport technologies, and studies of potential airport physical and procedural modifications.

Dorighi, Nancy S.↗