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At least 55 records · Page 3

Advanced software development workstation. OOPSLA 1992 Conference. Trip report

This report summarizes the main trends observed at the Object Oriented Programming Systems, Languages, and Applications Conference held in Vancouver, British Columbia. This conference is the main object-oriented event that allows us to assess the dynamism of the technology and to meet the main actors of the field. It is an invaluable source of information for the advanced software development project.

Izygon, Michel E.↗

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↗

Motion of the heliospheric termination shock. 2: Energy loss due to energetic particle acceleration

We present a generalization of earlier analysis of the motion of the heliospheric termination shock in response to heliospheric disturbances (Barnes, 1993) (paper 1), to allow jump conditions that include an energy sink at the shock front. The motivation for this study is that acceleration of the anomalous cosmic ray component may in fact represent such a sink. We have idealized the situation by assuming an infinitely thin shock parameterized by a quantity lambda(0 less than or equals lambda less than or equals 1), defined as the fraction of solar wind energy that is lost due to acceleration of the energetic particle component. If the sink is strong (consuming, say, 50% or more of the incident solar wind energy), the model leads to the following principal conclusions: (1) the shocked plasma would be much denser and cooler than in the standard gasdynamic case, thereby leading to more favorable conditions for direct observation of the shocked plasma; (2) the equilibrium shock position would be slightly farther (less than 10%) from the Sun than in the standard model; (3) as in the gasdynamic case, the shock would normally be in motion, so that the instantaneous position of the termination shock is not determined by interstellar conditions but by the recent history of the wind that has passed through the termination shock; and (4) the response of the shock to upstream disturbances would be similar to the response in the gasdynamic case, but the speed of the new termination shock would be somewhat smaller (probably by a f actor of 4 or less). We estimate that this speed is typically, approximately a few tens of kilometers per second corresponding to an inward or outward excursion of order of less than 1 to several AU, rather less than conventional estimates of several tens of AU.

Barnes, Aaron↗

Synthesis Of Realistic Animations Of A Person Speaking

Actors computer program implements automated process that synthesizes realistic animations of person speaking. Produces "newscaster" type video sequences. Uses images of person and, therefore, not limited to cartoons and cartoonlike movies. Potential applications also include use of process for automatically producing on-the-fly animations for human/computer interfaces and for reducing bandwidth needed to transmit video telephone signals.

Scott, Kenneth C.↗

STS-44 Mission Highlights Resource Tape. Part 1 of 2

The STS-44 mission is highlighted in this first part of a two part video set. The flight crew consisted of: Cmdr. Fred Gregory; Pilot Tom Hendricks; Payload Specialist Tom Hennen; and Mission Specialists Story Musgrave, Jim Voss, and Mario Runco. The primary space shuttle mission objective was the deployment of the Defense Support Program (DSP) satellite. Secondary payload and spaceborne experiments consisted of a microbial air sampler, the Terra Scout PADVOS system, an M88-1 camera demonstration, a lower body negative pressure test, the Visual Function Tester, and a bioreactor demonstration. A tour of the flight deck, mid-deck, bathroom, and flight compartments with explanations of the equipment found in each area was conducted, a trash compactor was demonstrated, and footage of the crew together for their Thanksgiving dinner was shown. Earth views include several oceans, cloud cover, typhoon Yuri, northeast Australia, and the Barrier Reef Islands. The actor John Patrick Stewart (Commander Pickard of the show 'Star Trek: The Next Generation') performed the wake-up call for the astronauts. This flight was shortened due to an inertial measurement unit failure on the sixth day of the mission.

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Building distributed rule-based systems using the AI Bus

The AI Bus software architecture was designed to support the construction of large-scale, production-quality applications in areas of high technology flux, running heterogeneous distributed environments, utilizing a mix of knowledge-based and conventional components. These goals led to its current development as a layered, object-oriented library for cooperative systems. This paper describes the concepts and design of the AI Bus and its implementation status as a library of reusable and customizable objects, structured by layers from operating system interfaces up to high-level knowledge-based agents. Each agent is a semi-autonomous process with specialized expertise, and consists of a number of knowledge sources (a knowledge base and inference engine). Inter-agent communication mechanisms are based on blackboards and Actors-style acquaintances. As a conservative first implementation, we used C++ on top of Unix, and wrapped an embedded Clips with methods for the knowledge source class. This involved designing standard protocols for communication and functions which use these protocols in rules. Embedding several CLIPS objects within a single process was an unexpected problem because of global variables, whose solution involved constructing and recompiling a C++ version of CLIPS. We are currently working on a more radical approach to incorporating CLIPS, by separating out its pattern matcher, rule and fact representations and other components as true object oriented modules.

Schultz, Roger D.↗

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↗

Design of object-oriented distributed simulation classes

Distributed simulation of aircraft engines as part of a computer aided design package is being developed by NASA Lewis Research Center for the aircraft industry. The project is called NPSS, an acronym for 'Numerical Propulsion Simulation System'. NPSS is a flexible object-oriented simulation of aircraft engines requiring high computing speed. It is desirable to run the simulation on a distributed computer system with multiple processors executing portions of the simulation in parallel. The purpose of this research was to investigate object-oriented structures such that individual objects could be distributed. The set of classes used in the simulation must be designed to facilitate parallel computation. Since the portions of the simulation carried out in parallel are not independent of one another, there is the need for communication among the parallel executing processors which in turn implies need for their synchronization. Communication and synchronization can lead to decreased throughput as parallel processors wait for data or synchronization signals from other processors. As a result of this research, the following have been accomplished. The design and implementation of a set of simulation classes which result in a distributed simulation control program have been completed. The design is based upon MIT 'Actor' model of a concurrent object and uses 'connectors' to structure dynamic connections between simulation components. Connectors may be dynamically created according to the distribution of objects among machines at execution time without any programming changes. Measurements of the basic performance have been carried out with the result that communication overhead of the distributed design is swamped by the computation time of modules unless modules have very short execution times per iteration or time step. An analytical performance model based upon queuing network theory has been designed and implemented. Its application to realistic configurations has not been carried out.

Schoeffler, James D.↗

Report of the Panel on Materials

Materials and manufacturing technology are critical to advanced aircraft and permeate all disciplines. Current aircraft systems employ a variety of materials, each selected to provide the best vehicle design in terms of performance, safety, reliability, manufacturability, and life cycle cost. However, a mistake in materials selection could bankrupt an airframe or engine manufacturer. Thus, the introduction of new materials is a slow process. Generally, new materials are used initially in noncritical components until their performance in service can be confirmed. Then, as confidence grows, they are used in more and more critical applications. Finally, if appropriate, new materials are used in critical, static elements and then in dynamic components. Thus, because the nominal time for development of a conventional monolithic material ranges from 5 to 10 years there is a 10- to 15- year lag between laboratory effort and introduction into service. Therefore, to assure the availability of materials suitable for production aircraft and engines in the year 2000, the concepts already must have been identified and must be progressing along evolutionary paths toward application. Trends, actual and projected, in the use of materials for commercial engines are shown in Figure 4-1. Related military applications are projected to follow similar paths. The new actor will be composites. The panel examined a wide range of materials important to all aspects of aircraft development, airframe structures, propulsion systems and for other important aircraft subsystems. These are addressed in the body of the report in terms of the current state of the art, opportunities for improvement, and barriers to achievement of projected benefits. This is followed by projections of the progress of technology that could be realized by the year 2000 with the application of appropriate resources.

Diefendorf, Russell J.↗

Design of Object-Oriented Distributed Simulation Classes

Distributed simulation of aircraft engines as part of a computer aided design package being developed by NASA Lewis Research Center for the aircraft industry. The project is called NPSS, an acronym for "Numerical Propulsion Simulation System". NPSS is a flexible object-oriented simulation of aircraft engines requiring high computing speed. It is desirable to run the simulation on a distributed computer system with multiple processors executing portions of the simulation in parallel. The purpose of this research was to investigate object-oriented structures such that individual objects could be distributed. The set of classes used in the simulation must be designed to facilitate parallel computation. Since the portions of the simulation carried out in parallel are not independent of one another, there is the need for communication among the parallel executing processors which in turn implies need for their synchronization. Communication and synchronization can lead to decreased throughput as parallel processors wait for data or synchronization signals from other processors. As a result of this research, the following have been accomplished. The design and implementation of a set of simulation classes which result in a distributed simulation control program have been completed. The design is based upon MIT "Actor" model of a concurrent object and uses "connectors" to structure dynamic connections between simulation components. Connectors may be dynamically created according to the distribution of objects among machines at execution time without any programming changes. Measurements of the basic performance have been carried out with the result that communication overhead of the distributed design is swamped by the computation time of modules unless modules have very short execution times per iteration or time step. An analytical performance model based upon queuing network theory has been designed and implemented. Its application to realistic configurations has not been carried out.

Schoeffler, James D.↗

Characterizing and Assessing a Large-Scale Software Maintenance Organization

One important component of a software process is the organizational context in which the process is enacted. This component is often missing or incomplete in current process modeling approaches. One technique for modeling this perspective is the Actor-Dependency (AD) Model. This paper reports on a case study which used this approach to analyze and assess a large software maintenance organization. Our goal was to identify the approach's strengths and weaknesses while providing practical recommendations for improvement and research directions. The AD model was found to be very useful in capturing the important properties of the organizational context of the maintenance process, and aided in the understanding of the flaws found in this process. However, a number of opportunities for extending and improving the AD model were identified. Among others, there is a need to incorporate quantitative information to complement the qualitative model.

Briand, Lionel↗

Space 2000 Symposium

The purpose of the Space 2000 Symposium is to present the creativity and achievements of key figures of the 20th century. It offers a retrospective discussion on space exploration. It considers the future of the enterprise, and the legacy that will be left for future generations. The symposium includes panel discussions, smaller session meetings with some panelists, exhibits, and displays. The first session entitled "From Science Fiction to Science Facts" commences after a brief overview of the symposium. The panel discussions include talks on space exploration over many decades, and the missions of the millennium to search for life on Mars. The second session, "Risks and Rewards of Human Space Exploration," focuses on the training and health risks that astronauts face on their exploratory mission to space. Session three, "Messages and Messengers Informing and Inspire Space Exploration and the Public," focuses on the use of TV medium by educators and actors to inform and inspire a wide variety of audiences with adventures of space exploration. Session four, "The Legacy of Carl Sagan," discusses the influences made by Sagan to scientific research and the general public. In session five, "Space Exploration for a new Generation," two student speakers and the NASA Administrator Daniel S. Goldin address the group. Session six, "Destiny or Delusion? -- Humankind's Place in the Cosmos," ends the symposium with issues of space exploration and some thought provoking questions. Some of these issues and questions are: what will be the societal implications if we discover the origin of the universe, stars, or life; what will be the impact if scientists find clear evidence of life outside the domains of the Earth; should there be limits to what humans can or should learn; and what visionary steps should space-faring people take now for future generations.

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Proton Pumps: Mechanism of Action and Applications

Recent progress in understanding molecular structures and mechanisms of action of proton pumps has paved the way to their novel applications in biotechnology. Proton pumps, in particular bacteriorhodopsin and ATP synthases, are capable of continuous, renewable conversion of light to chemical, mechanical or electrical energy, which can be used in macro- or nano-scale devices. The capability of protein systems incorporated into liposomes to generate ATP, which can be further used to drive chemical reactions, and to act as molecular motors has been already demonstrated. Other possible applications of such biochemical devices include targeted drug delivery and biocatalytic re actors. All these devices might prove superior to their inorganic alternatives.

Lanyi, Janos K.↗

Is Animal Age a Factor In the Response of Bone to Spaceflight?

The rodent bone response to spaceflight may be influenced by a multitude of actors including flight duration, strain, and housing. Review of bone formation rates during spaceflight suggests that age may also play a role in the response. Weanling rats show fewer bone changes than older rats. To determine if the long bones of weanling rats were insensitive to weight-bearing, a hindlimb unloading experiment was conducted simultaneously with a 9d shuttle flight in 34d old group-housed male rats. All animals were injected with bone markers 7d and 1d before flight and euthanized at landing, 24hr, and 72hr following recovery. If no differences in body weight, bone length, or bone formation at the tibiofibular junction were noted at the different time points, data were combined for each group. No significant differences in body weight were found at any time period among the groups. The humerus, tibia, and femur elongated significantly during the flight period with no difference in lengths between groups at the end of the flight period. The group-housed flight rats showed no change in cortical bone formation rate compared to preflight values, flight controls, or vivarium controls. However, the hindlimb unloading group showed a significant 30% decrease in bone formation rate compared to all other groups. Individually-housed 38d old animals flown for 14d showed approx. 10% suppression of cortical growth. We speculate that the mechanical threshold required for cross-sectional bone growth is reached in group-house weanling rats during spaceflight, perhaps, through physical interactions, and that the weanling animals are sensitive to loading. However, the threshold is not fully reached in either singly-housed flight or hindlimb unloaded weanling rats. Older singly-housed flight animals appear to show equal or greater bone changes compared to hindlimb unloaded rats. We conclude that age, flight duration, strain, and housing have important roles in rodent skeletal responses to spaceflight.

Morey-Holton, E. R.↗

An Application of the Methodology for Assessment of the Sustainability of Air Transport System

An assessment and operationalization of the concept of sustainable air transport system is recognized as an important but complex research, operational and policy task. In the scope of the academic efforts to properly address the problem, this paper aims to assess the sustainability of air transport system. It particular, the paper describes the methodology for assessment of sustainability and its potential application. The methodology consists of the indicator systems, which relate to the air transport system operational, economic, social and environmental dimension of performance. The particular indicator systems are relevant for the particular actors such users (air travellers), air transport operators, aerospace manufacturers, local communities, governmental authorities at different levels (local, national, international), international air transport associations, pressure groups and public. In the scope of application of the methodology, the specific cases are selected to estimate the particular indicators, and thus to assess the system sustainability under given conditions.

Janic, Milan↗

Knowledge Representation Standards and Interchange Formats for Causal Graphs

In many domains, automated reasoning tools must represent graphs of causally linked events. These include fault-tree analysis, probabilistic risk assessment (PRA), planning, procedures, medical reasoning about disease progression, and functional architectures. Each of these fields has its own requirements for the representation of causation, events, actors and conditions. The representations include ontologies of function and cause, data dictionaries for causal dependency, failure and hazard, and interchange formats between some existing tools. In none of the domains has a generally accepted interchange format emerged. The paper makes progress towards interoperability across the wide range of causal analysis methodologies. We survey existing practice and emerging interchange formats in each of these fields. Setting forth a set of terms and concepts that are broadly shared across the domains, we examine the several ways in which current practice represents them. Some phenomena are difficult to represent or to analyze in several domains. These include mode transitions, reachability analysis, positive and negative feedback loops, conditions correlated but not causally linked and bimodal probability distributions. We work through examples and contrast the differing methods for addressing them. We detail recent work in knowledge interchange formats for causal trees in aerospace analysis applications in early design, safety and reliability. Several examples are discussed, with a particular focus on reachability analysis and mode transitions. We generalize the aerospace analysis work across the several other domains. We also recommend features and capabilities for the next generation of causal knowledge representation standards.

Throop, David R.↗

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.↗

Constraint, Intelligence, and Control Hierarchy in Virtual Environments

This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the observer or the intelligence of the environment (whatever the latter may mean) that is salient? And finally, what might be relevant about "upwelling" of constraints as determined by a hierarchy of levels of interaction?

Sheridan, Thomas B.↗