Engineering Papers⌕ Search

SEARCH · Engineering Papers

Results for “Games”

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

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

At least 505 records · Page 28

Kinect Engineering with Learning (KEWL)

According to a Nielsen survey at the time of this reporting, 41% of all households have a game console. This is one market in which NASA has been absent from education and outreach efforts. Kinect Engineering with Learning (KEWL) is made to enter into that market and bring NASA education and outreach to a very familiar venue. KEWL creates an education and outreach experience that is more participatory, both in a school and museum environment. KEWL is a set of applications that runs on an Xbox 360 using the Kinect controller used for education and outreach. These applications currently include: Train R2, a visual simulation of Robonaut 2 that allows students to control a virtual R2 in a game environment; Drive R2, an interface using the Xbox 360 and Kinect controller that allows students to control the real R2 using the methods they learned playing Train R2; ISS experience, a visual tour of the interior of the International Space Station where students use their body to fly through the virtual ISS; Gravity Ball, a simulation of throwing balls in the gravity of different planets; Solar Array repair, a simulation of the simplified STS-121 solar array repair mission; and PlaySpace, a Mars/Moon application that allows students to experience different aspects of Mars/Moon. Users can "fly through" the ISS using their body, allowing an experience similar to what an astronaut would have on orbit. In PlaySpace, users can fly over the surface of Mars and view surface data obtained by Mars rovers. Users of Train R2 and Drive R2 can experience what it is like to control a robot over a distance with a time delay, simulating the time delay that would occur between ground control and an on-orbit robot. The initial ISS experiences were built using parts of code from the NASA Enigma software. The models used in these experiences were also from the Integrated Graphics Operations and Analysis Lab model database. The PlaySpace experience incorporates surface data obtained from NASA rovers and satellites and was built by NASA JPL.

Goza, Sharon↗

Physiologically Modulating Videogames or Simulations which use Motion-Sensing Input Devices

New types of controllers allow players to make inputs to a video game or simulation by moving the entire controller itself. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and an infrared LED tracking camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

Pope, Alan T.↗

Erratum To: Indigenous Frameworks for Observing and Responding to Climate Change in Alaska

In section 5, item 1 of this article it is stated that: A recent shift in decision-making authority from the politically appointed Board of Game to the Subsistence Division of the Alaska Department of Fish and Game should make these decisions about hunting regulations more responsive to local observations and needs. We now recognize that this shift in regulatory authority to ADF&G never occurred. We hereby correct this error so that wildlife users in Alaska do not come to ADF&G with expectations that this agency has authority to adjust hunting regulations to accommodate climate change.

Alaska↗

The NASA Advanced Space Power Systems Project

The goal of the NASA Advanced Space Power Systems Project is to develop advanced, game changing technologies that will provide future NASA space exploration missions with safe, reliable, light weight and compact power generation and energy storage systems. The development effort is focused on maturing the technologies from a technology readiness level of approximately 23 to approximately 56 as defined in the NASA Procedural Requirement 7123.1B. Currently, the project is working on two critical technology areas: High specific energy batteries, and regenerative fuel cell systems with passive fluid management. Examples of target applications for these technologies are: extending the duration of extravehicular activities (EVA) with high specific energy and energy density batteries; providing reliable, long-life power for rovers with passive fuel cell and regenerative fuel cell systems that enable reduced system complexity. Recent results from the high energy battery and regenerative fuel cell technology development efforts will be presented. The technical approach, the key performance parameters and the technical results achieved to date in each of these new elements will be included. The Advanced Space Power Systems Project is part of the Game Changing Development Program under NASAs Space Technology Mission Directorate.

batteries↗

AFSPC Innovation and Science and Technology Outreach to Industry and Academia

The U.S. Air Force is taking a strategic approach to ensuring that we are at the cutting edge of science and technology. This includes fostering game-changing approaches and technologies that are balanced with operational needs. The security of the Nation requires a constant pursuit of science, technical agility, and a rapid adoption of innovation. This includes pursuits of game-changing technologies and domains that perhaps we cannot even imagine today. This paper highlights the Air Force Space Command (AFSPC) collaboration and outreach to other government agencies, military and national laboratories, industry, and academia on long term science and technology challenges. In particular we discuss the development of the AFSPC Long Term Science and Technology Challenges that include both space and cyberspace operations within a multi-domain environment and the subsequent Innovation Summits.

Science Technology S&T Forum↗

NASA's Space Launch System: A Transformative Capability for Exploration

Currently making rapid progress toward first launch in 2018, NASA's exploration-class Space Launch System (SLS) represents a game-changing new spaceflight capability, enabling mission profiles that are currently impossible. Designed to launch human deep-space missions farther into space than ever before, the initial configuration of SLS will be able to deliver more than 70 metric tons of payload to low Earth orbit (LEO), and will send NASA's new Orion crew vehicle into lunar orbit. Plans call for the rocket to evolve on its second flight, via a new upper stage, to a more powerful configuration capable of lofting 105 tons to LEO or co-manifesting additional systems with Orion on launches to the lunar vicinity. Ultimately, SLS will evolve to a configuration capable of delivering more than 130 tons to LEO. SLS is a foundational asset for NASA's Journey to Mars, and has been recognized by the International Space Exploration Coordination Group as a key element for cooperative missions beyond LEO. In order to enable human deep-space exploration, SLS provides unrivaled mass, volume, and departure energy for payloads, offering numerous benefits for a variety of other missions. For robotic science probes to the outer solar system, for example, SLS can cut transit times to less than half that of currently available vehicles, producing earlier data return, enhancing iterative exploration, and reducing mission cost and risk. In the field of astrophysics, SLS' high payload volume, in the form of payload fairings with a diameter of up to 10 meters, creates the opportunity for launch of large-aperture telescopes providing an unprecedented look at our universe, and offers the ability to conduct crewed servicing missions to observatories stationed at locations beyond low Earth orbit. At the other end of the spectrum, SLS opens access to deep space for low-cost missions in the form of smallsats. The first launch of SLS will deliver beyond LEO 13 6-unit smallsat payloads, representing multiple disciplines, including three spacecraft competitively chosen through NASA's Centennial Challenges competition. Private organizations have also identified benefits of SLS for unique public-private partnerships. This paper will give an overview of SLS' capabilities and its current status, and discuss the vehicle's potential for human exploration of deep space and other game-changing utilization opportunities.

Robinson, Kimberly F.↗

NASA's Space Launch System: A Transformative Capability for Exploration

Currently making rapid progress toward first launch in 2018, NASA's exploration-class Space Launch System (SLS) represents a game-changing new spaceflight capability, enabling mission profiles that are currently impossible. Designed to launch human deep-space missions farther into space than ever before, the initial configuration of SLS will be able to deliver more than 70 metric tons of payload to low Earth orbit (LEO), and will send NASA's new Orion crew vehicle into lunar orbit. Plans call for the rocket to evolve on its second flight, via a new upper stage, to a more powerful configuration capable of lofting 105 t to LEO or comanifesting additional systems with Orion on launches to the lunar vicinity. Ultimately, SLS will evolve to a configuration capable of delivering more than 130 t to LEO. SLS is a foundational asset for NASA's Journey to Mars, and has been recognized by the International Space Exploration Coordination Group as a key element for cooperative missions beyond LEO. In order to enable human deep-space exploration, SLS provides unrivaled mass, volume, and departure energy for payloads, offering numerous benefits for a variety of other missions. For robotic science probes to the outer solar system, for example, SLS can cut transit times to less than half that of currently available vehicles, producing earlier data return, enhancing iterative exploration, and reducing mission cost and risk. In the field of astrophysics, SLS' high payload volume, in the form of payload fairings with a diameter of up to 10 meters, creates the opportunity for launch of large-aperture telescopes providing an unprecedented look at our universe, and offers the ability to conduct crewed servicing missions to observatories stationed at locations beyond low Earth orbit. At the other end of the spectrum, SLS opens access to deep space for low-cost missions in the form of smallsats. The first launch of SLS will deliver beyond LEO 13 6U smallsat payloads, representing multiple disciplines, including three spacecraft competitively chosen through NASA's Centennial Challenges competition. Private organizations have also identified benefits of SLS for unique public-private partnerships. This paper will give an overview of SLS' capabilities and its current status, and discuss the vehicle's potential for human exploration of deep space and other game-changing utilization opportunities.

Robinson, Kimberly F.↗

Physiologically Modulating Videogames or Simulations which Use Motion-Sensing Input Devices

New types of controllers allow a player to make inputs to a video game or simulation by moving the entire controller itself or by gesturing or by moving the player's body in whole or in part. This capability is typically accomplished using a wireless input device having accelerometers, gyroscopes, and a camera. The present invention exploits these wireless motion-sensing technologies to modulate the player's movement inputs to the videogame based upon physiological signals. Such biofeedback-modulated video games train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies enhance personal improvement, not just the diversion, of the user.

Pope, Alan T.↗

Augmenting Space Technology Program Management with Secure Cloud & Mobile Services

The National Aeronautics and Space Administration (NASA) Game Changing Development (GCD) program manages technology projects across all NASA centers and reports to NASA headquarters regularly on progress. Program stakeholders expect an up-to-date, accurate status and often have questions about the program's portfolio that requires a timely response. Historically, reporting, data collection, and analysis were done with manual processes that were inefficient and prone to error. To address these issues, GCD set out to develop a new business automation solution. In doing this, the program wanted to leverage the latest information technology platforms and decided to utilize traditional systems along with new cloud-based web services and gaming technology for a novel and interactive user environment. The team also set out to develop a mobile solution for anytime information access. This paper discusses a solution to these challenging goals and how the GCD team succeeded in developing and deploying such a system. The architecture and approach taken has proven to be effective and robust and can serve as a model for others looking to develop secure interactive mobile business solutions for government or enterprise business automation.

Hodson, Robert F.↗

A 3D Active Learning Application for NeMO-Net, the NASA Neural Multi-Modal Observation and Training Network for Global Coral Reef Assessment

NeMO-Net, the NASA neural multi-modal observation and training network for global coral reef assessment, is an open-source deep convolutional neural network and interactive active learning training software aiming to accurately assess the present and past dynamics of coral reef ecosystems through determination of percent living cover and morphology as well as mapping of spatial distribution. We present an interactive video game prototype for tablet and mobile devices where users interactively label morphology classifications over mm-scale 3D coral reef imagery captured using fluid lensing to create a dataset that will be used to train NeMO-Nets convolutional neural network. The application currently allows for users to classify preselected regions of coral in the Pacific and will be expanded to include additional regions captured using our NASA FluidCam instrument, presently the highest-resolution remote sensing benthic imaging technology capable of removing ocean wave distortion, as well as lower-resolution airborne remote sensing data from the ongoing NASA CORAL campaign. Active learning applications present a novel methodology for efficiently training large-scale Neural Networks wherein variances in identification can be rapidly mitigated against control data. NeMO-Net periodically checks users input against pre-classified coral imagery to gauge their accuracy and utilize in-game mechanics to provide classification training. Users actively communicate with a server and are requested to classify areas of coral for which other users had conflicting classifications and contribute their input to a larger database for ranking. In partnering with Mission Blue and IUCN, NeMO-Net leverages an international consortium of subject matter experts to classify areas of confusion identified by NeMO-Net and generate additional labels crucial for identifying decision boundary locations in coral reef assessment.

NeMO=NET↗

NASA's Space Launch System: A Transformative Capability for Deep Space Missions

Already making substantial progress toward its first launches, NASA’s Space Launch System (SLS) exploration-class launch vehicle presents game-changing new opportunities in spaceflight, enabling human exploration of deep space, as well as a variety of missions and mission profiles that are currently impossible. Today, the initial configuration of SLS, able to deliver more than 70 metric tons of payload to low Earth orbit (LEO), is well into final production and testing ahead of its planned first flight, which will send NASA’s new Orion crew vehicle around the moon and will deploy 13 CubeSats, representing multiple disciplines, into deep space. At the same time, production work is already underway toward the more-capable Block 1B configuration, planned to debut on the second flight of SLS, and capable of lofting 105 tons to LEO or of co-manifesting large exploration systems with Orion on launches to the lunar vicinity. Progress being made on the vehicle for that second flight includes initial welding of its core stage and testing of one of its engines, as well as development of new elements such as the powerful Exploration Upper Stage and the Universal Stage Adapter “payload bay.” Ultimately, SLS will evolve to a configuration capable of delivering more than 130 tons to LEO to support humans missions to Mars. In order to enable human deep-space exploration, SLS provides unrivaled mass, volume, and departure energy for payloads, offering numerous benefits for a variety of other missions. For robotic science probes to the outer solar system, for example, SLS can cut transit times to less than half that of currently available vehicles or substantially increased spacecraft mass. In the field of astrophysics, SLS’ high payload volume, in the form of payload fairings with a diameter of up to 10 meters, creates the opportunity for launch of large-aperture telescopes providing an unprecedented look at our universe. This presentation will give an overview of SLS’ capabilities and its current status, and discuss the vehicle’s potential for human exploration of deep space and other game-changing utilization opportunities.

Creech, Stephen D.↗

Item Retrieval as Utility Estimation

Retrieval systems have greatly improved over the last half century, estimating relevance to a latent user need in a wide variety of areas. One area that has not enjoyed such advancements is searching for items by attribute values, a common activity in e-commerce and science, particularly given numeric values. Existing item retrieval systems assume the user has a firm grasp of their own desires and can formulate a good Boolean or SQL-style query to retrieve items, as one would do with a database. A contrasting approach would be to estimate how well items match the user?s latent desires and return items ranked by this estimation. Towards this end, we present a retrieval model inspired by multi-criteria decision making theory, concentrating on numeric attributes. We evaluate our novel approach, the de-facto standard of Boolean retrieval, and several models proposed in the literature, in two user studies using Amazon Mechanical Turk. We use a competitive game to motivate test subjects and compare methods based on the results of the subjects? initial query and their success in the game. In our experiments, our new method signi cantly outperformed the others, whereas the Boolean approaches had the worst performance.

operations research↗

The Science Behind: The Moon and Beyond

As NASA plans its return to the Moon and further human exploration into the solar system, how will astronauts be protected from the hazards of space? This online workshop covers the science behind the Moon Adventure Game and several of the 2020 Explore Science: Earth & Space Toolkit B activities. After a brief overview of how this toolkit focuses on the moon, our guest presenters, Christina Lim and Jessica Lee from NASA Ames Research Center, will step us through how astronauts will survive in space long-term—followed by Q&A. Katherine Kornei and Darrell Porcello from the NISE Network will finish the workshop with a review of included toolkit materials for the game and activities that will help facilitators make additional NASA content connections with visitors.

astrobiology↗

Supervised Autonomous Assembly to Create and Evolve Persistent Assets

Supervised autonomous assembly (SAA) will create a paradigm shift in the planning and design of future persistent assets (PAs), both in near zero-g environments and on planetary surfaces. SAA refers to an autonomy approach that has the benefits of autonomous assembly as well as the benefits provided by a supervisor (operator) who is available to resolve unexpected situations. SAA provides both increased design freedom as well as reduced programmatic risk. SAA enables evolution of future PAs over decades as in-space operations transition from single purpose missions to creation of PAs, such as laboratories and experimental stations which more closely resembling terrestrial laboratories that can easily adapt and evolve to new missions leveraging repeated visits to the PA. The ability to evolve enables PAs to rapidly respond to changing objectives resulting from new questions as our understanding improves. A recently initiated National Aeronautics and Space Administration (NASA) project in the Space Technology Mission Directorate (STMD) Game Changing Development (GCD) Program called the Precision Assembled Space Structure (PASS), leverages the advantages of SAA to develop technologies that enable efficient creation and evolution of hexagonal topologies; both planar (example: fuel depots) and curved (examples: telescopes and shelters). PASS will be used to provide context for the philosophy and concepts discussed as well as the decision and selections made. PASS objectives are: a) Develop confidence in SAA and on-orbit servicing, assembly and manufacturing (OSAM) technologies by executing a test campaign that uses a path-to-flight autonomous precision assembly process directly applicable to future space telescopes. b) Test autonomous technologies including automated path planning and error recovery, to emphasize a robust approach that relies on generic robots and special purpose tools. c) Validate critical component models using a digital twin that includes the assembled primary mirror support structure and assembly process. A digital twin is a high-fidelity simulation of the asset capable of predicting the on-orbit performance. The paper concludes after identifying the critical need for a modest assembly flight experiment to validate and develop confidence in the SAA paradigm, thus accelerating adoption of the benefits described. SAA is a game changing paradigm that enhances the ability of an organization to infuse new technology through rapid evolution of PAs while leveraging OSAM technologies.

Structural Modeling↗

Terrestrial Proving Ground Capabilities Needed for Lunar In Situ Resource Utilization (ISRU) & Construction Concepts of Operation

Incorporating any new technology or system into a human exploration mission or architecture requires development well in advance of the mission to eliminate technology, cost, and schedule risk concerns. It is often stated that technologies need to be at a Technology Readiness Level (TRL) of 6, i.e. ‘system/subsystem model or prototype demonstration in a relevant environment (ground or space)’, by Authority To Proceed (ATP) or by the Preliminary Design Review (PDR) for the mission at the latest. There are two game changing capabilities for sustained human exploration of space that can have a significant effect on the overall exploration architecture and the technologies and systems included in the architecture. The first game changing capability, known as In Situ Resource Utilization (ISRU), involves the search for, acquisition, and processing of resources on the Moon and Mars into mission consumables and usable products, and the second is the ability to utilize space resources in the construction of roads, structures, and surface infrastructure. ISRU and surface construction capabilities have the potential to greatly reduce the cost and risk of human exploration while enabling sustained lunar surface and commercial operations. However, ISRU and surface construction systems are complex and must operate in extremely harsh environments, with abrasive regolith and pervasive dust, for long-periods of time, with potentially limited opportunities for maintenance and repair by humans. The complexity of these capabilities and operations also means that there are a limited number of companies that can design, build, and operate end-to-end systems on their own. The majority of the technologies being developed for these systems are by small companies and at the component or subsystem level. With the overarching strategy of the United States National Aeronautics and Space Administration (NASA) Space Technology Mission Directorate (STMD) to enable industry to implement ISRU and surface infrastructure for Artemis and space commercialization, it is therefore important to establish processes and capabilities to promote and foster collaborations among large and small companies involved in ISRU and surface infrastructure development. For ISRU and infrastructure systems and capabilities to be used in Artemis missions and future commercial lunar surface operations, a coordinated framework with virtual/physical integration and testing locations, or ‘Proving Grounds’, needs to be established and operated on a regular basis and open to all. This paper will discuss the ISRU and surface construction near and long-term concepts of operations, and review operations and lessons-learned from the previous ISRU analog field tests. From this information, requirements and capabilities will be proposed to support and enable the integration and testing of ISRU and construction systems with industry, academia, and international agencies, as well as what facilities and organizations could help establish these Proving Grounds.

ISRU↗

Transactive Energy Systems: The Market-based Coordination of Distributed Energy Resources

This paper synthesizes a unifying framework that captures a large class of transactive energy systems studied in the literature. The framework consists of four key elements: agent preferences, control decisions, information structure, and solution concept. Among them, agent preference specifies the preferred outcome by each agent and models the conflict of interest in decision making. Control decision specifies the set of decisions for each agent to maximize its payoff. Information structure describes the information available to each agent before it makes a decision. Solution concept encodes the rationality assumptions of each agent in the system. These elements are important in identifying and distinguishing different transactive energy systems. In this paper, we use them to analyze a number of important ones, including the competitive equilibrium, Stackelberg game, reverse Stackelberg game, and mechanism design. Each class of these problems is formulated as a special case of the proposed transactive energy systems. Their connections and differences are discussed. Available tools and results for each category of problems are surveyed.

Li, Sen↗

Rubik’s Cube Topology Based Particle Swarm Algorithm for Bilevel Building Energy Transaction

Following the rapid growth of distributed energy resources (e.g. renewables, battery), localized peer-to-peer energy transactions are receiving more attention for multiple benefits, such as, reducing power loss, stabilizing the main power grid, etc. To promote distributed renewables locally, the local trading price is usually set to be within the external energy purchasing and selling price range. Consequently, building prosumers are motivated to trade energy through a local transaction center. This local energy transaction is modeled in bilevel optimization game. A selfish upper level agent is assumed with the privilege to set the internal energy transaction price with an objective of maximizing its arbitrage profit. Meanwhile, the building prosumers at the lower level will response to this transaction price and make decisions on electricity transaction amount. Therefore, this non-cooperative leader-follower trading game is seeking for equilibrium solutions on the energy transaction amount and prices. In addition, a uniform local transaction price structure (purchase price equals selling price) is considered here. Aiming at reducing the computational burden from classical Karush-Kuhn-Tucker (KKT) transformation and protecting the private information of each stakeholder (e.g., building), swarm intelligence based solution approach is employed for upper level agent to generate trading price and coordinate the transactive operations. On one hand, to decrease the chance of premature convergence in global-best topology, Rubiks Cube topology is proposed in this study based on further improvement of a two-dimensional square lattice model (i.e., one local-best topology-Von Neumann topology). Rotating operation of the cube is introduced to dynamically changing the neighborhood and enhancing information flow at the later searching state. Several groups of experiments are designed to evaluate the performance of proposed Rubiks Cube topology based particle swarm algorithm. The results have validated the effectiveness of proposed topology and operators comparing with global-best version PSO and Von Neumann topology based PSO and its scalability on larger scale applications.

Feng, Xiaochun↗

Experimental Wargaming with SIGNAL

Wargames are a common tool for investigating complex conflict scenarios and have a long history of informing military and strategic study. Historically, these games have often been one-offs, may not rigorously collect data, and have been built primarily for exploration rather than developing data-driven analytical conclusions. Experimental wargaming, a new wargaming approach that employs the basic principles of experimental design to facilitate an objective basis for exploring fundamental research questions around human behavior (such as understanding conflict escalation), is a potential tool that can be used in combination with existing wargaming approaches. The Project on Nuclear Gaming, a consortium involving the University of California, Berkeley, Sandia National Laboratories, and Lawrence Livermore National Laboratory, developed an experimental wargame, SIGNAL, to explore questions surrounding conflict escalation and strategic stability in the nuclear context. To date, the SIGNAL experimental wargame has been played hundreds of times by thousands of players from around the world, creating the largest database of wargame data for academic purposes known to the authors. Here, this paper discusses the design of SIGNAL, focusing on how the principles of experimental design influenced this design.

45 MILITARY TECHNOLOGY, WEAPONRY, AND NATIONAL DEF↗