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At least 73 records · Page 4

Two dimensional blade-vortex interaction flow visualization study

Blade-vortex interaction occurs when a rotor blade encounters the tip vortex from a previous rotor blade. To obtain details of the close encounter process, the results from a flow visualization study of an airfoil representing a rotor blade in the wake of an oscillating airfoil serving as a vortex generator are described. A distinguishing feature of this study is that the vortex filament is oriented parallel to the blade span, orthogonal to the test section free stream velocity. This orientation simulates the case of two-dimensional blade-vortex interaction, which is known to produce the most impulsive and most intensive BVI noise. Photographic data are examined to deduce qualitative and quantitative details of the close encounter interaction process with emphasis on structural changes in the vortex filament and its trajectory.

Booth, E. R., Jr.↗

TangibleData: Interactive Data Visualization with Mid-Air Haptics

In this paper, we investigate the effects of mid-air haptics in interactive 3D data visualization. We build an interactive 3D data visualization tool that adapts hand gestures and mid-air haptics to provide tangible interaction in VR using ultrasound haptic feedback on 3D data visualization. We consider two types of 3D visualization datasets and provide different data encoding methods for haptic representations. Two user experiments are conducted to evaluate the effectiveness of our approach. The first experimental results show that adding a mid-air haptic modality can be beneficial regardless of noise conditions and useful for handling occlusion or discerning density and volume information. The second experiment results further show the strengths and weaknesses of direct touch and indirect touch modes. Our findings can shed light on designing and implementing a tangible interaction on 3D data visualization with mid-air haptic feedback.

Bhardwaj, Ayush↗

The U.S. Agrivoltaic Shading Tool: A National-Scale Interface for Modeling Light and Shade Patterns in Ten Common Agrivoltaic Configurations

Agrivoltaic systems are dual-use configurations that co-locate agriculture and photovoltaic (PV) infrastructure and require careful design to balance crop performance and energy generation. A critical element of agrivoltaic design is the spatial and temporal distribution of irradiance and shade within and around PV arrays. To support research, planning, and stakeholder decision-making, we introduce the U.S. Agrivoltaic Shading Tool, a novel web-based application that delivers high-resolution irradiance and photosynthetically active radiation (PAR) modeling for ten standardized PV configurations across the conterminous United States. The tool leverages the National Laboratory of the Rockies (NLR) System Advisor Model (SAM) to perform detailed irradiance simulations, using meteorological data from the National Solar Radiation Database (NSRDB). Outputs include seasonal, monthly, weekly, and diurnal patterns of available sunlight, amount of shade, irradiance, and PAR at ground level within agrivoltaic system footprints. For a user's selected location, these results are visualized through interactive visualizations, heatmaps, and time-series plots, designed to be accessible to both technical and non-technical users. In addition to facilitating rapid spatial exploration of agrivoltaic light environments, the tool will offer seamless integration with the InSPIRE Agrivoltaics Design and Analysis Model (ADAM). This optional workflow will allow users to port selected site and configuration parameters into a more advanced modeling environment for further customization of structural layouts, crop-system compatibility, power generation, and technoeconomic performance. Finally, to promote open science, the entire dataset will be hosted and available for open access through the OpenEI platform. By standardizing and disseminating high-quality irradiance data and design tools, the U.S. Agrivoltaic Shading Tool supports a wide range of users, including researchers, landowners, energy developers, and policymakers, in evaluating the agronomic and energetic feasibility of agrivoltaic systems across the United States.

29 ENERGY PLANNING, POLICY, AND ECONOMY↗

VizBrick: A GUI-based Interactive Tool for Authoring Semantic Metadata for Building Datasets

Brick ontology is a unified semantic metadata schema to address the stand-ardization problem of buildings' physical, logical, and virtual assets and the relationships between them. Creating a Brick model for a building dataset means that the dataset's contents are semantically described using the standard terms defined in the Brick ontology. It will enable the benefits of data standardization, without having to recollect or reorganize the data and opens the possibility of automation leveraging the machine readability of the semantic metadata. The problem is that authoring Brick models for building datasets often requires knowledge of semantic technology (e.g., on-tology declarations and RDF syntax) and leads to repeated manual trial and error processes, which can be time-consuming and challenging to do with-out an interactive visual representation of the data. We developed VizBrick, a tool with a graphical user interface that can assist users in creating Brick models visually and interactively without having to understand the Re-source Description Framework (RDF) syntax. VizBrick provides handy ca-pabilities such as keyword search for easy find of relevant brick concepts and relations to their data columns and automatic suggestions of concept mapping. In this demonstration, we present a use-case of VizBrick to show-case how a Brick model can be created for a real-world building dataset.

Lee, Sangkeun (Matt)↗

The Role of Linear Acceleration in Visual-Vestibular Interactions and Implications in Aircraft Operations

While considerable attention has been given to visual-vestibular interaction (VVI) during angular motion of the head as might occur during an aircraft spin, much less attention has been given to VVI during linear motion of the head. Such interaction might occur, for example, while viewing a stationary or moving display during vertical take-off and landing operations Research into linear VVI, particularly during prolonged periods of linear acceleration, has been hampered by the unavailability of a programmable translator capable of large excursions We collaborated with Otis Elevator Co. and used their research tower and elevator, whose motion could be digitally programmed, to vertically translate human subjects over a distance of 92.3 meters with a peak linear acceleration of 2 meters/sec(exp 2) During pulsatile or sinusoidal translation, the subjects viewed moving stripes (optokinetic stimulus) or a fixed point source (light emitting diode, led, display), respectively and it was generally found that. The direction of linear acceleration relative to the cardinal head axes and the direction of the slow component of optokinetic nystagmus (OKN) determined the extent of VVI during concomitant stripe motion and linear acceleration. Acceleration along the z head axis (A(sub z)) produced the largest VVI, particularly when the slow component of OKN was in the same direction as eye movements produced by the linear acceleration and Eye movements produced by linear acceleration are suppressed by viewing a fixed target at frequencies below 10 Hz But, above this frequency the suppression produced by VVI is removed. Finally, as demonstrated in non-human primates, vergence of the eyes appears to modulate the vertical eye movement response to linear acceleration in humans.

Correia, Manning J.↗

Effects of body orientation and rotation axis on pitch visual-vestibular interaction

Spatial transformations of the vestibular-optokinetic system must account for changes in head position with respect to gravity in order to produce compensatory oculomotor responses. The purpose of this experiment was to study the influence of gravity on the vestibulo-ocular reflex (VOR) in darkness and on visual-vestibular interaction in the pitch plane in human subjects using two different comparisons: (1) Earth-horizontal axis (EHA) rotation about an upright versus a supine body orientation, and (2) Earth-horizontal versus Earth-vertical (EVA) rotation axes. Visual-vestibular responses (VVR) were evaluated by measuring the slow phase velocity of nystagmus induced during sinusoidal motion of the body in the pitch plane (at 0.2 Hz and 0.8 Hz) combined with a constant-velocity vertical optokinetic stimulation (at +/- 36 degrees/s). The results showed no significant effect on the gain or phase of the VOR in darkness or on the VVR responses at 0.8 Hz between EHA upright and EHA supine body orientations. However, there was a downward shift in the VOR bias in darkness in the supine orientation. There were systematic changes in VOR and VVR between EHA and EVA for 0.2 Hz, including a reduced modulation gain, increased phase lead, and decreased bias during EVA rotation. The same trend was also observed at 0.8 Hz, but at a lesser extent, presumably due to the effects of eccentric rotation in our EVA condition and/or to the different canal input across frequencies. The change in the bias at 0.2 Hz between rotation in darkness and rotation with an optokinetic stimulus was greater than the optokinetic responses without rotation. During EHA, changes in head position relative to gravity preserve graviceptor input to the VVR regardless of body orientation. However, the modifications in VVR gain and phase when the rotation axis is aligned with gravity indicate that this graviceptive information is important for providing compensatory eye movements during visual-vestibular interaction in the pitch plane.

Non-NASA Center↗

Advanced Interactive 3D Visualization Tool for Customizable Analyses of Tomography Datasets in Material Science

Current methods for visualizing and analyzing 3D tomography datasets in materials science often lack the interactivity and depth required for detailed structural insights. This limitation restricts a researchers' ability to accurately interpret complex data, which is critical for advancing material innovations and understanding structural properties. To address this issue, we have developed a novel, web-based interactive 3D visualization and analysis tool from the Trame framework that offers customizable features to enhance data interpretability. The tool allows users to adjust parameters such as visible range, slice planes, data rotation, and layering, providing a more detailed and dynamic view of complex structures. Its user-friendly web interface increases the accessibility and ease of use for both novice and experienced researchers, to visualize large volumetric datasets. The tool supports a diverse range of data formats, making it versatile for various research applications. Unique capabilities include real-time data manipulation, automated feature detection, context-sensitive feedback, and real-time volume calculations and distributions per sliced region or layer, alongside the ability to quickly generate high-quality screenshots and videos for presentations and reports. These advancements offer a comprehensive solution for enhanced 3D data exploration, significantly improving the analysis process and communication of results in materials science.

36 - MATERIALS SCIENCE↗

Real Data and Rapid Results: Ocean Color Data Analysis with Giovanni (GES DISC Interactive Online Visualization and ANalysis Infrastructure)

The NASA Goddard Earth Sciences Data and Information Services Center (GES DISC) has taken a major step addressing the challenge of using archived Earth Observing System (EOS) data for regional or global studies by developing an infrastructure with a World Wide Web interface which allows online, interactive, data analysis: the GES DISC Interactive Online Visualization and ANalysis Infrastructure, or "Giovanni." Giovanni provides a data analysis environment that is largely independent of underlying data file format. The Ocean Color Time-Series Project has created an initial implementation of Giovanni using monthly Standard Mapped Image (SMI) data products from the Sea-viewing Wide Field-of-view Sensor (SeaWiFS) mission. Giovanni users select geophysical parameters, and the geographical region and time period of interest. The system rapidly generates a graphical or ASCII numerical data output. Currently available output options are: Area plot (averaged or accumulated over any available data period for any rectangular area); Time plot (time series averaged over any rectangular area); Hovmeller plots (image view of any longitude-time and latitude-time cross sections); ASCII output for all plot types; and area plot animations. Future plans include correlation plots, output formats compatible with Geographical Information Systems (GIs), and higher temporal resolution data. The Ocean Color Time-Series Project will produce sensor-independent ocean color data beginning with the Coastal Zone Color Scanner (CZCS) mission and extending through SeaWiFS and Moderate Resolution Imaging Spectroradiometer (MODIS) data sets, and will enable incorporation of Visible/lnfrared Imaging Radiometer Suite (VIIRS) data, which will be added to Giovanni. The first phase of Giovanni will also include tutorials demonstrating the use of Giovanni and collaborative assistance in the development of research projects using the SeaWiFS and Ocean Color Time-Series Project data in the online Laboratory for Ocean Color Users (LOCUS). The synergy of Giovanni with high-quality ocean color data provides users with the ability to investigate a variety of important oceanic phenomena, such as coastal primary productivity related to pelagic fisheries, seasonal patterns and interannual variability, interdependence of atmospheric dust aerosols and harmful algal blooms, and the potential effects of climate change on oceanic productivity.

Acker, J. G.↗

Make the Fastest Faster: Importance Mask Synthesis for Interactive Volume Visualization using Reconstruction Neural Networks

Visualizing a large-scale volumetric dataset with high resolution is challenging due to the substantial computational time and space complexity. Recent deep learning-based image inpainting methods significantly improve rendering latency by reconstructing a high-resolution image for visualization in constant time on GPU from a partially rendered image where only a portion of pixels go through the expensive rendering pipeline. However, existing solutions need to render every pixel of either a predefined regular sampling pattern or an irregular sample pattern predicted from a low-resolution image rendering. Both methods require a significant amount of expensive pixel-level rendering. In this work, we provide Importance Mask Learning (IML) and Synthesis (IMS) networks, which are the first attempts to directly synthesize important regions of the regular sampling pattern from the user’s view parameters, to further minimize the number of pixels to render by jointly considering the dataset, user behavior, and the downstream reconstruction neural network. Our solution is a unified framework to handle various types of inpainting methods through the proposed differentiable compaction/decompaction layers. Experiments show our method can further improve the overall rendering latency of state-of-the-art volume visualization methods using reconstruction neural network for free when rendering scientific volumetric datasets. Our method can also directly optimize the off-the-shelf pre-trained reconstruction neural networks without elongated retraining.

Large-scale data↗

Demonstrations at Supercomputing 1998

Contents of the papers include: Visualization techniques- The next generation, Small-machine visualizing very big data sets, Public display of Lunar Prospector data, Steering molecules via Feel, High-dimensional data browser, Multi-source visualization, Interactive surface flow visualization, and the Virtual Windtunnel.

Bryson, Steve↗

Same Data, Different Audiences: Using Personas to Scope a Supercomputing Job Queue Visualization

Domain-specific visualizations sometimes focus on narrow, albeit important, tasks for one group of users. This focus limits the utility of a visualization to other groups working with the same data. While tasks elicited from other groups can present a design pitfall if not disambiguated, they also present a design opportunity—namely, the development of visualizations that support multiple groups. This development choice presents a trade-off of broadening the scope but limiting support for the more narrow tasks of any one group, which in some cases can enhance the overall utility of the visualization. We investigate this scenario through a design study where we develop Guidepost, a notebook-embedded visualization of data that helps scientists assess compute wait times, machine learning researchers understand prediction accuracy, and system maintainers analyze usage trends. We adapt the use of personas for visualization design from existing literature in the HCI and design domains, applying them to categorize tasks based on their uniqueness across stakeholder personas. Under this model, tasks shared between all groups should be supported by interactive visualizations and tasks unique to each group can be deferred to scripting with notebook-embedded visualization design. We evaluate our visualization through real-world case studies and a task-focused evaluation with nine participants. We observe that together, Guidepost's visual encodings, interactions, and export capabilities support the tasks of our differing personas.

97 MATHEMATICS AND COMPUTING↗

Perception of linear horizontal self-motion induced by peripheral vision /linearvection/ - Basic characteristics and visual-vestibular interactions

The basic characteristics of the sensation of linear horizontal motion have been studied. Objective linear motion was induced by means of a moving cart. Visually induced linear motion perception (linearvection) was obtained by projection of moving images at the periphery of the visual field. Image velocity and luminance thresholds for the appearance of linearvection have been measured and are in the range of those for image motion detection (without sensation of self motion) by the visual system. Latencies of onset are around 1 sec and short term adaptation has been shown. The dynamic range of the visual analyzer as judged by frequency analysis is lower than the vestibular analyzer. Conflicting situations in which visual cues contradict vestibular and other proprioceptive cues show, in the case of linearvection a dominance of vision which supports the idea of an essential although not independent role of vision in self motion perception.

Berthoz, A.↗

NASA VERVE: Interactive 3D Visualization Within Eclipse

At NASA, we develop myriad Eclipse RCP applications to provide situational awareness for remote systems. The Intelligent Robotics Group at NASA Ames Research Center has developed VERVE - a high-performance, robot user interface that provides scientists, robot operators, and mission planners with powerful, interactive 3D displays of remote environments.VERVE includes a 3D Eclipse view with an embedded Java Ardor3D scenario, including SWT and mouse controls which interact with the Ardor3D camera and objects in the scene. VERVE also includes Eclipse views for exploring and editing objects in the Ardor3D scene graph, and a HUD (Heads Up Display) framework allows Growl-style notifications and other textual information to be overlayed onto the 3D scene. We use VERVE to listen to telemetry from robots and display the robots and associated scientific data along the terrain they are exploring; VERVE can be used for any interactive 3D display of data.VERVE is now open source. VERVE derives from the prior Viz system, which was developed for Mars Polar Lander (2001) and used for the Mars Exploration Rover (2003) and the Phoenix Lander (2008). It has been used for ongoing research with IRG's K10 and KRex rovers in various locations. VERVE was used on the International Space Station during two experiments in 2013 - Surface Telerobotics, in which astronauts controlled robots on Earth from the ISS, and SPHERES, where astronauts control a free flying robot on board the ISS.We will show in detail how to code with VERVE, how to interact between SWT controls to the Ardor3D scenario, and share example code.

3D Visualization↗

Headphone and Head-Mounted Visual Displays for Virtual Environments

A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.

Begault, Duran R.↗

Visual-vestibular interaction

Significant progress was achieved during the period of this grant on a number of different fronts. A list of publications, abstracts, and theses supported by this grant is provided at the end of this document. The completed studies focused on three general areas: eye movements induced by dynamic linear acceleration, eye movements and vection reports induced by visual roll stimulation, and the separation of gravito-inertial force into central estimates of gravity and linear acceleration.

Young, Laurence R.↗

The nucleus of the optic tract. Its function in gaze stabilization and control of visual-vestibular interaction

1. Electrical stimulation of the nucleus of the optic tract (NOT) induced nystagmus and after-nystagmus with ipsilateral slow phases. The velocity characteristics of the nystagmus were similar to those of the slow component of optokinetic nystagmus (OKN) and to optokinetic after-nystagmus (OKAN), both of which are produced by velocity storage in the vestibular system. When NOT was destroyed, these components disappeared. This indicates that velocity storage is activated from the visual system through NOT. 2. Velocity storage produces compensatory eye-in-head and head-on-body movements through the vestibular system. The association of NOT with velocity storage implies that NOT helps stabilize gaze in space during both passive motion and active locomotion in light with an angular component. It has been suggested that "vestibular-only" neurons in the vestibular nuclei play an important role in generation of velocity storage. Similarities between the rise and fall times of eye velocity during OKN and OKAN to firing rates of vestibular-only neurons suggest that these cells may receive their visual input through NOT. 3. One NOT was injected with muscimol, a GABAA agonist. Ipsilateral OKN and OKAN were lost, suggesting that GABA, which is an inhibitory transmitter in NOT, acts on projection pathways to the brain stem. A striking finding was that visual suppression and habituation of contralateral slow phases of vestibular nystagmus were also abolished after muscimol injection. The latter implies that NOT plays an important role in producing visual suppression of the VOR and habituating its time constant. 4. Habituation is lost after nodulus and uvula lesions and visual suppression after lesions of the flocculus and paraflocculus. We postulate that the disappearance of vestibular habituation and of visual suppression of vestibular responses after muscimol injections was due to dysfacilitation of the prominent NOT-inferior olive pathway, inactivating climbing fibers from the dorsal cap to nodulouvular and flocculoparafloccular Purkinje cells. The prompt loss of habituation when NOT was inactivated, and its return when the GABAergic inhibition dissipated, suggests that although VOR habituation can be relatively permanent, it must be maintained continuously by activity of the vestibulocerebellum.

Review↗