Engineering Papers⌕ Search

SEARCH · Engineering Papers

Results for “virtual time”

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 73 records · Page 4

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↗

Multi-spatio-temporal scales PIV in a turbulent buoyant jet discharging in a linearly stratified environment

Time-resolved particle image velocimetry is implemented with a camera array and several laser sheets; this results in a multi-spatio-temporal scale system that is modular and flexible. The setup is optimized to capture global flow features, while locally resolving in space and time near the Kolmogorov scale. The apparatus relies extensively on machine vision CMOS cameras; they are inexpensive and stream to computer hard drive with virtually continuous time-resolved records (up to one hour for the current system). This leads to statistically converged data and also helps in minimizing down time between experimental runs. Details of the implementation and design of experiment are reported. The system instruments a vertical buoyant jet discharging in a linearly stratified environment. Refractive index matched aqueous solutions enable precise optical deployment. The density difference is 3% and the fluids have similar dynamic viscosity. The jet Reynolds number is 2.00 x 10 4 and is above the mixing transition. Such flows are typically challenging to instrument and few velocity field data are available to date. The velocity statistics are reported as well as first insights gained from the campaign.

42 ENGINEERING↗

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.↗

Quasi-Steady Simulation of Glaze Ice Accretion and Heat Transfer in the Supercooled Large Droplet Regime in Atmospheric Turbulent Air Flow

Abstract To avoid the use of a computationally intensive full unsteady simulation while providing an accurate solution, a quasi-steady simulation has been performed to study glaze and mixed ice accretion in the supercooled large droplet (SLD) regime in turbulent flow of atmospheric air. We have attempted to find the minimum time-step necessary to adequately simulate the icing process on an airfoil surface. Based on node displacement, a mesh morphing scheme has been adopted in the computations to account for the moving boundaries that are caused by the continuous ice buildup. We have modeled ice accretion on an airfoil surface for a time period of 232 s using several time steps. At each time-step we solved the steady-state conservation equations for the air and droplet phases and then used the results as initial conditions for the next time position. The magnitude of the time-step ranged from a least accurate two-shot simulation (where the time-step is 116 s) to a most accurate 2320-shot simulation (where the time-step is 0.1 s). In-between these two extreme time steps, we have performed a three-shot simulation (where the time-step is 77.33 s), a four-shot simulation (where the time-step is 58 s), a six-shot simulation (where the time-step is 38.67 s), a 46-shot simulation (where the time-step is 5 s), and a 232-shot simulation (where the time-step is 1 s). We have done so to find out the degree of accuracy (or inaccuracy) of the multishot simulation approach and to find out the appropriate time-step needed for a successful and valid quasi-steady simulation. A valid quasi-steady simulation needs to use a time-step that is small enough to reproduce the full time-dependent solution within a very small error band. We have found that both the 1 s and the 0.1 s time steps produce virtually identical results. This is the primary litmus test that proves the validity of the quasi-steady-state assumption. The results adopted in this paper are thus all based on the more conservative 0.1 s time-step. In the process of performing the simulations, remeshing was required in order to maintain the grid density in zones of high curvature to be able to capture the full physics in those zones. After successfully modeling glaze ice accretion over the airfoil surface using the 0.1 s quasi-steady simulation approach, the effects of supercooled large droplets (SLDs) impacting the surface have been examined and presented in terms of the variation of the local collection efficiency, the water film thickness, and the heat transfer rate. Examination of the variation of the angle that the ice horn makes with the airfoil chord line demonstrated a 20% improvement in angle prediction when the time-step is reduced from 116 s to 0.1 s. The analysis also reveals a 12% or 8.5% increase in the maximum collection efficiency, βmax, depending on whether the value of the liquid water content (LWC) has been doubled from 0.5 g/m3 to 1 g/m3, or the value of the freestream velocity has been doubled from 75 m/s to 150 m/s, respectively. Because of the need to monitor the local collection efficiency and convective heat fluxes at each shot (regardless of the number of shots employed), the approach adopted here was found to be effective in successively and successfully reproducing the curvature of the glaze ice horn.

Engineering↗

Virtual tower measurements during the American WAKE ExperimeNt (AWAKEN)

Dual-Doppler lidar measurements were made during the American WAKE ExperimeNt to provide height-resolved measurements of wind speed and direction at multiple locations immediately south of the leading row turbines in the King Plains wind farm in Oklahoma. These so-called virtual tower measurements were performed to characterize the inflow into the wind farm and to assess possible upwind blockage effects due to the collective action of the wind farm. The campaign was conducted from 12 November 2022 to 17 October 2023, during which time 14 unique virtual tower locations were sampled with heights ranging from 240 to 490 m AGL. The wind retrieval algorithm provided estimates of the horizontal winds and their uncertainties with a vertical resolution of about 10 m, while also accounting for the tilt of the lidar platform. The virtual tower results are compared to collocated lidar wind profiling data at the A1 site, which was located roughly 2.4 rotor diameters south of the nearest turbine. The wind speed difference between the wind profiler and the virtual tower was found to be quite sensitive to atmospheric stability and wind direction below 250 m AGL. The largest differences were observed for inflow under stable conditions, where the profiler wind speeds were observed to be about 22% lower than the virtual tower near hub height. These results suggest that there are persistent horizontal gradients in the flow upwind of the wind farm which result in biased estimates using standard ground-based lidar wind profiling methods.

17 WIND ENERGY↗

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↗

Investigation of theoretical scaling laws using large eddy simulations for airborne spreading of viral contagion from sneezing and coughing

Using a set of large eddy point-particle simulations, we explore the fluid dynamics of an ejected puff resulting from a cough/sneeze. The ejection contains over 61,000 potentially virus-laden droplets at an injection Reynolds number of about 46,000, comparable to an actual cough/ sneeze. We observe that global puff properties, such as centroid, puff volume, momentum, and buoyancy vary little across realizations. Other properties, such as maximum extent, shape, and edge velocity of the puff, may exhibit substantial variation. In many realizations, a portion of the puff splits off and advances along a random direction, while keeping airborne droplet nuclei afloat. This peeled-off portion provides a mechanism for virus-laden droplets to travel over large distances in a short amount of time. We also observe that the vast majority of droplets remain suspended within the puff after all liquid has evaporated. The main objectives of the study are to (i) evaluate assumptions of Balachandar’s et al. theory [Int. J. Multiphase Flow 132, 103439 (2020)], which include buoyancy effects, shape of the puff, and droplet evaporation rate, (ii) obtain values of closure parameters, which include location and time of the virtual origin, and puff entrainment and drag coefficients, and (iii) evaluate the accuracy of the theory in predicting the shape, size, and location of the puff, as well as droplet number density long after ejection. The theory adequately predicts global puff properties including size, velocity, and distance traveled, the largest size of droplets that exit the puff due to settling, and the droplet size distribution within the puff long after ejection.

71 CLASSICAL AND QUANTUM MECHANICS, GENERAL PHYSIC↗