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At least 55 records · Page 3

Virtual acoustics displays

The real time acoustic display capabilities are described which were developed for the Virtual Environment Workstation (VIEW) Project at NASA-Ames. The acoustic display is capable of generating localized acoustic cues in real time over headphones. An auditory symbology, a related collection of representational auditory 'objects' or 'icons', can be designed using ACE (Auditory Cue Editor), which links both discrete and continuously varying acoustic parameters with information or events in the display. During a given display scenario, the symbology can be dynamically coordinated in real time with 3-D visual objects, speech, and gestural displays. The types of displays feasible with the system range from simple warnings and alarms to the acoustic representation of multidimensional data or events.

Wenzel, Elizabeth M.↗

Defining, modeling, and measuring system lag in virtual environments

In such real-time interactive computer environments as those used for virtual environments and simulators, system lag dramatically affects system usability. Attention is presently given to two types of lag: (1) transmission lag time, which is the difference between the moving of a sensing device and that device's motion on a graphic display, and (2) position lag, which is the difference between the actual position of a tracker in motion and the displayed position of a tracker at the same time. A method for measuring these types of lag using a video technique was developed for the NASA-Ames Virtual Interactive Environment Workstation. The position lag can be understood in terms of the transmission lag, so that optimizing a system for small transmission lag will also optimize for small position lag.

Bryson, Steve↗

Reentry Thermal Analysis of a Generic Crew Exploration Vehicle Structure

Comparative studies were performed on the heat-shielding characteristics of honeycomb-core sandwich panels fabricated with different materials for possible use as wall panels for the proposed crew exploration vehicle. Graphite/epoxy sandwich panel was found to outperform aluminum sandwich panel under the same geometry due to superior heat-shielding qualities and lower material density. Also, representative reentry heat-transfer analysis was performed on the windward wall structures of a generic crew exploration vehicle. The Apollo low Earth orbit reentry trajectory was used to calculate the reentry heating rates. The generic crew exploration vehicle has a graphite/epoxy composite honeycomb sandwich exterior wall and an aluminum honeycomb sandwich interior wall, and is protected with the Apollo thermal protection system ablative material. In the thermal analysis computer program used, the TPS ablation effect was not yet included; however, the results from the nonablation heat-transfer analyses were used to develop a "virtual ablation" method to estimate the ablation heat loads and the thermal protection system recession thicknesses. Depending on the severity of the heating-rate time history, the virtual ablation period was found to last for 87 to 107 seconds and the ablation heat load was estimated to be in the range of 86 to 88 percent of the total heat load for the ablation time period. The thermal protection system recession thickness was estimated to be in the range of 0.08 to 0.11 inches. For the crew exploration vehicle zero-tilt and 18-degree-tilt stagnation points, thermal protection system thicknesses of h = {0.717, 0.733} inches were found to be adequate to keep the substructural composite sandwich temperature below the limit of 300 F.

Ko, William L.↗

Augmented Virtual Reality Laboratory

Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

Resolved Skeleton↗

Interactions with Virtual People: Do Avatars Dream of Digital Sheep?

This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy, where virtual social situations are created that do test whether people react appropriately within these situations. We will also consider some experiments on face-to-face virtual communications between people in the same shared virtual environments. The second part will try to give some clues about why this might happen, taking into account modern theories of perception from neuroscience. The third part will include some speculations about the future developments of the relationship between people and virtual people. We will suggest that a more likely scenario than the world becoming populated by physically embodied virtual people (robots, androids) is that in the relatively near future we will interact more and more in our everyday lives with virtual people- bank managers, shop assistants, instructors, and so on. What is happening in the movies with computer graphic generated individuals and entire crowds may move into the space of everyday life.

Slater, Mel↗

Interference Cognizant Network Scheduling

Systems and methods for interference cognizant network scheduling are provided. In certain embodiments, a method of scheduling communications in a network comprises identifying a bin of a global timeline for scheduling an unscheduled virtual link, wherein a bin is a segment of the timeline; identifying a pre-scheduled virtual link in the bin; and determining if the pre-scheduled and unscheduled virtual links share a port. In certain embodiments, if the unscheduled and pre-scheduled virtual links don't share a port, scheduling transmission of the unscheduled virtual link to overlap with the scheduled transmission of the pre-scheduled virtual link; and if the unscheduled and pre-scheduled virtual links share a port: determining a start time delay for the unscheduled virtual link based on the port; and scheduling transmission of the unscheduled virtual link in the bin based on the start time delay to overlap part of the scheduled transmission of the pre-scheduled virtual link.

Varadarajan, Srivatsan↗

Analog video magnetograms in real time.

Description of a video differential photometer which is the result of an attempt to adapt television technology to the task of producing an electronic equivalent of the photographic subtraction technique. Advantages of electronic subtraction are potentially greater field sensitivity, immediate availability of the subtracted magnetograms (virtually in real time), and greater versatility in combining and comparing image data. Commercial television equipment was used in construction of the apparatus. All video subtraction, averaging, and other processing is done in analog form. The final magnetogram is displayed on an ordinary television monitor.

Smithson, R. C.↗

Materials Science Research Rack Onboard the International Space Station

The Materials Science Research Rack (MSRR) allows for the study of a variety of materials including metals, ceramics, semiconductor crystals, and glasses onboard the International Space Station (ISS). MSRR was launched on STS-128 in August 2009, and is currently installed in the U. S. Destiny Laboratory Module. Since that time, MSRR has performed virtually flawlessly logging more than 550 hours of operating time. Materials science is an integral part of development of new materials for everyday life here on Earth. The goal of studying materials processing in space is to develop a better understanding of the chemical and physical mechanisms involved. Materials science research benefits from the microgravity environment of space, where the researcher can better isolate chemical and thermal properties of materials from the effects of gravity. With this knowledge, reliable predictions can be made about the conditions required on Earth to achieve improved materials. MSRR is a highly automated facility containing two furnace inserts in which Sample Cartridge Assemblies (SCAs), each containing one material sample, can be processed up to temperatures of 1400C. Once an SCA is installed by a Crew Member, the experiment can be run by automatic command or science conducted via telemetry commands from the ground. Initially, 12 SCAs were processed in the first furnace insert for a team of European and US investigators. The processed samples have been returned to Earth for evaluation and comparison of their properties to samples similarly processed on the ground. A preliminary examination of the samples indicates that the majority of the desired science objectives have been successfully met leading to significant improvements in the understanding of alloy solidification processes. The second furnace insert will be installed in the facility in January 2011 for processing the remaining SCA currently on orbit. Six SCAs are planned for launch summer 2011, and additional batches are planned for future processing. This facility is available to support additional materials science investigations through programs such as the US National Laboratory, Technology Development, NASA Research Announcements, ESA application oriented research programs, and others. The development of the research rack was a cooperative effort between NASA's Marshall Space Flight Center and the European Space Agency (ESA).

Frazier, Natalie C.↗

Materials Science Research Rack Onboard the International Space Station Hardware and Operations

The Materials Science Research Rack (MSRR) is a research facility developed under a cooperative research agreement between NASA and ESA for materials science investigations on the International Space Station (ISS). MSRR was launched on STS-128 in August 2009, and is currently installed in the U.S. Destiny Laboratory Module. Since that time, MSRR has performed virtually flawlessly, logging more than 620 hours of operating time. The MSRR accommodates advanced investigations in the microgravity environment on the ISS for basic materials science research in areas such as solidification of metals and alloys. The purpose is to advance the scientific understanding of materials processing as affected by microgravity and to gain insight into the physical behavior of materials processing. MSRR allows for the study of a variety of materials including metals, ceramics, semiconductor crystals, and glasses. Materials science research benefits from the microgravity environment of space, where the researcher can better isolate chemical and thermal properties of materials from the effects of gravity. With this knowledge, reliable predictions can be made about the conditions required on Earth to achieve improved materials. MSRR is a highly automated facility with a modular design capable of supporting multiple types of investigations. Currently the NASA-provided Rack Support Subsystem provides services (power, thermal control, vacuum access, and command and data handling) to the ESA developed Materials Science Laboratory (MSL) which accommodates interchangeable Furnace Inserts (FI). Two ESA-developed FIs are presently available on the ISS: the Low Gradient Furnace (LGF) and the Solidification and Quenching Furnace (SQF). Sample-Cartridge Assemblies (SCAs), each containing one or more material samples, are installed in the FI by the crew and can be processed at temperatures up to 1400 C. Once an SCA is installed, the experiment can be run by automatic command or science conducted via telemetry commands from the ground. Initially, 12 SCAs were processed in the first furnace insert for a team of European and US investigators. After these samples were processed the Furnaces Inserts were exchanged and an additional single sample was processed. The processed samples have been returned to Earth for evaluation and comparison of their properties to samples similarly processed on the ground. A preliminary examination of the samples indicates that the majority of the desired science objectives have been successfully met leading to significant improvements in the understanding of alloy solidification processes. Six SCAs were launched on Space Shuttle Mission STS-135 in July 2011 for processing during the Fall of 2011. Additional batches are planned for future processing. This facility is available to support additional materials science investigations through programs such as the US National Laboratory, Technology Development, NASA Research Announcements, and others.

Lehman, John R.↗

Comparing Virtual Reality to Conventional Simulator Visuals: Effects of Peripheral Visual Cues in Roll-Axis Tracking Tasks

This paper compares the effects of peripheral visual cues on manual control between a conventional fixed-base simulator and virtual reality. The results were also compared with those from a previous experiment conducted in a motion-base simulator. Fifteen participants controlled a system with second-order dynamics in a disturbance-rejection task. Tracking performance, control activity, simulator sickness questionnaire answers, and biometrics were collected. Manual control behavior was modeled for the first time in a virtual reality environment. Virtual reality did not degrade participants’ manual control performance or alter their control behavior. However, peripheral cues were significantly more effective in virtual reality. Control activity decreased for all conditions with peripheral cues. The trends introduced by the peripheral visual cues from the previous experiment were replicated. Finally, VR was not more nauseogenic than the conventional simulator. These results suggest that virtual reality might be a good alternative to conventional fixed-base simulators for training manual control skills.

Terenzi, Lorenzo↗

The Martian bow wave - Theory and observation.

Refinement of the relationship between the trajectory of Mariner 4 in its fly-by of Mars and the calculated location of a proposed Martian bow arising from interaction of the solar wind and the ionosphere by inclusion of aberration effects of the planet's motion about the sun. The modified theory indicates that the bow wave was crossed twice during a three-hour interval following the time of closest approach of Mariner 4 to Mars, instead of being missed slightly by the spacecraft as indicated in a previous paper in which the theory of this interaction was presented, and the solar wind was considered, for simplicity, to flow along the sun-Mars line. It is shown that the observed magnetic field changed abruptly at virtually the precise times of the shock crossings indicated by the theory. Although malfunction of the plasma probe prevents observational confirmation of these as shock crossings, this coincidence supports the recent suggestion of the magnetometer experimenters that a bow wave may have been traversed. It also supports the interpretation that the bow wave results from interaction of the solar wind with the ionosphere, and not with a weak planetary magnetic field.

Spreiter, J. R.↗

A theory for the retrieval of virtual temperature from winds, radiances and the equations of fluid dynamics

A technique to deduce the virtual temperature from the combined use of the equations of fluid dynamics, observed wind and observed radiances is described. The wind information could come from ground-based sensitivity very high frequency (VHF) Doppler radars and/or from space-borne Doppler lidars. The radiometers are also assumed to be either space-borne and/or ground-based. From traditional radiometric techniques the vertical structure of the temperature can be estimated only crudely. While it has been known for quite some time that the virtual temperature could be deduced from wind information only, such techniques had to assume the infallibility of certain diagnostic relations. The proposed technique is an extension of the Gal-Chen technique. It is assumed that due to modeling uncertainties the equations of fluid dynamics are satisfied only in the least square sense. The retrieved temperature, however, is constrained to reproduce the observed radiances. It is shown that the combined use of the three sources of information (wind, radiances and fluid dynamical equations) can result in a unique determination of the vertical temperature structure with spatial and temporal resolution comparable to that of the observed wind.

Tzvi, G. C.↗

Advanced Visualization of Experimental Data in Real Time Using LiveView3D

LiveView3D is a software application that imports and displays a variety of wind tunnel derived data in an interactive virtual environment in real time. LiveView3D combines the use of streaming video fed into a three-dimensional virtual representation of the test configuration with networked communications to the test facility Data Acquisition System (DAS). This unified approach to real time data visualization provides a unique opportunity to comprehend very large sets of diverse forms of data in a real time situation, as well as in post-test analysis. This paper describes how LiveView3D has been implemented to visualize diverse forms of aerodynamic data gathered during wind tunnel experiments, most notably at the NASA Langley Research Center Unitary Plan Wind Tunnel (UPWT). Planned future developments of the LiveView3D system are also addressed.

Schwartz, Richard J.↗

Interactive Visualization of Near Real Time and Production Global Precipitation Measurement (GPM) Mission Data Online Using CesiumJS

Advancements in the capabilities of JavaScript frameworks and web browsing technology make online visualization of large geospatial datasets viable. Commonly this is done using static image overlays, prerendered animations, or cumbersome geoservers. These methods can limit interactivity andor place a large burden on server-side post-processing and storage of data. Geospatial data, and satellite data specifically, benefit from being visualized both on and above a three-dimensional surface. The open-source JavaScript framework CesiumJS, developed by Analytical Graphics, Inc., leverages the WebGL protocol to do just that. It has entered the void left by the abandonment of the Google Earth Web API, and it serves as a capable and well-maintained platform upon which data can be displayed. This paper will describe the technology behind the two primary products developed as part of the NASA Precipitation Processing System STORM website: GPM Near Real Time Viewer (GPMNRTView) and STORM Virtual Globe (STORM VG). GPMNRTView reads small post-processed CZML files derived from various Level 1 through 3 near real-time products. For swath-based products, several brightness temperature channels or precipitation-related variables are available for animating in virtual real-time as the satellite-observed them on and above the Earths surface. With grid-based products, only precipitation rates are available, but the grid points are visualized in such a way that they can be interactively examined to explore raw values. STORM VG reads values directly off the HDF5 files, converting the information into JSON on the fly. All data points both on and above the surface can be examined here as well. Both the raw values and, if relevant, elevations are displayed. Surface and above-ground precipitation rates from select Level 2 and 3 products are shown. Examples from both products will be shown, including visuals from high impact events observed by GPM constellation satellites.

satellite precipitation measurement↗

Ionospheric Effects on 400 Mc Radar Signals

Effects of ionosphere on 400 Mc radar signals sent vertically downward from satellite - time delay and virtual height, attenuation factor, and Faraday rotation

SIGNAL TRANSMISSION↗

Community living long before man: fossil and living microbial mats and early life

Microbial mats are layered communities of bacteria that form cohesive structures, some of which are preserved in sedimentary rocks as stromatolites. Certain rocks, approximately three and a half thousand million years old and representing the oldest known fossils, are interpreted to derive from microbial mats and to contain fossils of microorganisms. Modern microbial mats (such as the one described here from Matanzas, Cuba) and their fossil counterparts are of great interest in the interpretation of early life on Earth. Since examination of microbial mats and stromatolites increases our understanding of long-term stability and change, within the global environment, such structures should be protected wherever possible as natural science preserves. Furthermore, since they have existed virtually from the time of life's origin, microbial mats have developed exemplary mechanisms of local community persistence and may even play roles in the larger global environment that we do not understand.

NASA Discipline Exobiology↗

Superelement Analysis of Tile-Reinforced Composite Armor

Super-elements can greatly improve the computational efficiency of analyses of tile-reinforced structures such as the hull of the Composite Armored Vehicle. By taking advantage of the periodicity in this type of construction, super-elements can be used to simplify the task of modeling, to virtually eliminate the time required to assemble the stiffness matrices, and to reduce significantly the analysis solution time. Furthermore, super-elements are fully transferable between analyses and analysts, so that they provide a consistent method to share information and reduce duplication. This paper describes a methodology that was developed to model and analyze large upper hull components of the Composite Armored Vehicle. The analyses are based on two types of superelement models. The first type is based on element-layering, which consists of modeling a laminate by using several layers of shell elements constrained together with compatibility equations. Element layering is used to ensure the proper transverse shear deformation in the laminate rubber layer. The second type of model uses three-dimensional elements. Since no graphical pre-processor currently supports super-elements, a special technique based on master-elements was developed. Master-elements are representations of super-elements that are used in conjunction with a custom translator to write the superelement connectivities as input decks for ABAQUS.

Davila, Carlos G.↗

m:N Working Group Annual Status Report

This document serves as an annual report of m:N Unmanned Aircraft Systems (UAS) subgroup activities, addressed challenges, and roadmaps for the future. The subgroups consist of small Unmanned Aircraft Systems (sUAS), Large UAS, High Altitude Platform Systems (HAPS), and Urban Air Mobility (UAM). Also included in this report are participant lists for each subgroup (Appendix B) and future roadmap and outreach plans.The subgroups meet in a virtual format multiple times throughout the year. Twice a year, participants from all the subgroups come together as part of the m:N working group to brief each other in person on progress, challenges, and path forward ideas for successful incorporation of UAS into the airspace. Recent m:N in person meetings include: - November 29-30, 2022 at the NASA Ames Research Center in Mountain View, CA - May 9 & 11, 2023 at AUVSI’s Xponential conference in Denver, CO - The next in person working group meeting is planned for November 28-30, 2023 at NASA Langley in Hampton, Virginia The m:N UAS working group is run by Jay Shively (Adaptive Aerospace) and Andy Thurling (Thurling Aero Consulting) and is comprised of members from government, industry, and academia in an effort to identify and reduce barriers to m:N operations. This effort also includes identifying requirements, use cases, and metrics to support organizations and groups including the Federal Aviation Administration (FAA) and Radio Technical Commission for Aeronautics (RTCA’s) SC-228 Detect and Avoid committee.

multi-vehicle↗