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At least 739 records · Page 41

Ionization and expansion of barium clouds in the ionosphere

A recently envelope 3D model is used here to study the motion of the barium clouds released in the ionosphere, including the ionization stage. The ionization and the expansion of the barium clouds and the interaction between the clouds and the background ions are investigated using three simulations: a cloud without a directional velocity, a cloud with an initial velocity of 5 km/s across the B field, and a cloud with initial velocity components of 2 km/s both along and across the B field.

Ma, T.-Z.↗

Plume structures in the hard-turbulent regime of three-dimensional infinite Prandtl number convection

Numerical simulations of three-dimensional infinite Prandtl number thermal convection with Rayleigh number (Ra) up to 10 exp 8 are reported. Convection with Ra higher than 10 exp 7 is characterized by the appearance of disconnected thermal plumes. The smaller plumes are detached by the currents produced by the larger plumes. The low wavenumber portion of a thermal power spectrum near the boundary layer becomes flat at high Ra, while the spectrum measured in the interior shows a positive slope for low wavenumbers. Differences are found in the thermal spectra between 2D and 3D models.

Malevsky, A. V.↗

Finite element analysis of the Space Shuttle Main Engine (SSME) alternate turbopump development (ATD) high pressure oxydizer turbopump (HPOTP)

A 3D model of all stationary components of the ATD HPOTP is analyzed using a superelement solution technique to obtain a better understanding of the pump behavior and to support pump testing. Emphasis is place on the methods used for determining deflections. As part of the model verification, analyses were conducted on the main housing model under proof-pressure and push-test loading conditions. The analysis at 109 percent rate power level resulted in asymmetric deformation patterns which were used to calculate operating and rub clearances. The present analysis is considered to provide the most realistic representation of the ATD HPOTP to date.

Ham-Battista, G. L.↗

Viewing analyses for the assembly of Space Station Freedom (SSF)

Analyses are currently being conducted in the Man-Systems Division of the NASA Johnson Space Center, on the restructured Space Station Freedom configuration to determine viewing requirements for both robotic tasks and for extravehicular crew activities. The use of the PLAID software, a 3D modeling simulation tool, provides a simulation of the environment and the system hardware to identify potential problem areas needing further refinement in design development. This process enables human factor considerations and issues to be explored during the design process to identify and correct problems before hardware is actually constructed. Preliminary results have identified several potential viewing problem areas with the available lighting for both robotic and EVA tasks. To rectify the potential viewing problems identified through simulation, additional cameras and lighting enhancements are being proposed at various sites along the truss and on the Shuttle to provide more complete coverage of work task sites. Supplementing the existing cameras with color coded alignment aids will also help reduce the workload involved with robotic tasks.

Stealey, Sheryl↗

SAVA 3: A testbed for integration and control of visual processes

The development of an experimental test-bed to investigate the integration and control of perception in a continuously operating vision system is described. The test-bed integrates a 12 axis robotic stereo camera head mounted on a mobile robot, dedicated computer boards for real-time image acquisition and processing, and a distributed system for image description. The architecture was designed to: (1) be continuously operating, (2) integrate software contributions from geographically dispersed laboratories, (3) integrate description of the environment with 2D measurements, 3D models, and recognition of objects, (4) capable of supporting diverse experiments in gaze control, visual servoing, navigation, and object surveillance, and (5) dynamically reconfiguarable.

Crowley, James L.↗

Virtual egocenters as a function of display geometric field of view and eye station point

The accurate location of one's virtual egocenter in a geometric space is of critical importance for immersion technologies. This experiment was conducted to investigate the role of field of view (FOV) and observer station points in the perception of the location of one's egocenter (the personal viewpoint) in virtual space. Rivalrous cues to the accurate location of one's egocenter may be one factor involved in simulator sickness. Fourteen subjects viewed an animated 3D model, of the room in which they sat, binocularly, from Eye Station Points (ESP) of either 300 or 800 millimeters. The display was on a 190 by 245 mm monitor, at a resolution of 320 by 200 pixels with 256 colors. They saw four models of the room designed with four geometric field of view (FOVg) conditions of 18, 48, 86, and 140 degrees. They drew the apparent paths of the camera in the room on a bitmap of the room as seen from infinity above. Large differences in the paths of the camera were seen as a function of both FOVg and ESP. Ten of the subjects were then asked to find the position for each display that minimized camera motion. The results fit well with predictions from an equation that took the ratio of human FOV (roughly 180 degrees) to FOVg times the Geometric Eye Point (GEP) of the imager: Zero Station Point = (180/FOVg)*GEP

Psotka, Joseph↗

A computer-based training system combining virtual reality and multimedia

Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.

Stansfield, Sharon A.↗

How far away is plug 'n' play? Assessing the near-term potential of sonification and auditory display

The commercial music industry offers a broad range of plug 'n' play hardware and software scaled to music professionals and scaled to a broad consumer market. The principles of sound synthesis utilized in these products are relevant to application in virtual environments (VE). However, the closed architectures used in commercial music synthesizers are prohibitive to low-level control during real-time rendering, and the algorithms and sounds themselves are not standardized from product to product. To bring sound into VE requires a new generation of open architectures designed for human-controlled performance from interfaces embedded in immersive environments. This presentation addresses the state of the sonic arts in scientific computing and VE, analyzes research challenges facing sound computation, and offers suggestions regarding tools we might expect to become available during the next few years. A list of classes of audio functionality in VE includes sonification -- the use of sound to represent data from numerical models; 3D auditory display (spatialization and localization, also called externalization); navigation cues for positional orientation and for finding items or regions inside large spaces; voice recognition for controlling the computer; external communications between users in different spaces; and feedback to the user concerning his own actions or the state of the application interface. To effectively convey this considerable variety of signals, we apply principles of acoustic design to ensure the messages are neither confusing nor competing. We approach the design of auditory experience through a comprehensive structure for messages, and message interplay we refer to as an Automated Sound Environment. Our research addresses real-time sound synthesis, real-time signal processing and localization, interactive control of high-dimensional systems, and synchronization of sound and graphics.

Bargar, Robin↗

Realtime Three-Dimensional Simulation

Real-time three-dimensional simulations are dependent of three areas: databases and models (3D geometric polygon structure, multiple levels of detail, sound sample waveforms, optimized for interactive, real time use); software applications (software program that controls input devices, visual channels, scene objects, interaction, collision detection, special effects, time of day, weather, I/O, and communication); and hardware (computer, sound processor, monitors control sticks, position trackers, head-mounted displays, amplifiers, speakers, and communications.

Ramsdell, Craig↗

ROSAT observations of the Orion-Eridanus superbubble

The Orion-Eridanus bubble is a superbubble created by the Orion OB1 stellar association. The X-ray emission from the interior of this bubble forms a prominent feature of the soft X-ray diffuse background extending across approximately 20 x 35 deg. The Rosat all sky survey maps of this object show various soft X-ray shadows cast by neutral foreground clouds against the bright emission of the superbubble interior. The velocities of some of these absorbing clouds were identified and distance limits were established, providing a 3D model of the bubble. The data are consistent with a model for the bubble in which the structure is formed by stellar winds and a recent supernova. Absorption features associated with the shell of the local bubble were identified which enable constraints to be placed on the distance and direction and to obtain measurement of the thermal pressure of the hot gas in this direction.

Burrows, David N.↗

Determination of 3D coronal structures from UVCS/SOHO synoptic observations

Daily coronal synoptic observations with the ultraviolet coronagraph spectrometer (UVCS) on SOHO are used to create Carrington maps of line of sight intensities and spectral line widths for H I Lyman alpha and the O 6 1032/1037 doublet. These 2D maps can then be used as inputs to a tomographic inversion routine to produce 3D models of the corona out to the 2.5 solar radius in the polar regions (3.0 solar radius in equatorial regions). The initial results for the determination of O(5+) outflow velocities as a function of heliographic latitude is presented.

Strachan, L.↗

Immersive Environment Technologies for Mars Exploration

JPL's charter includes the unmanned exploration of the Solar System. One of the tools for exploring other planets is the rover as exemplified by Sojourner on the Mars Pathfinder mission. The light speed turnaround time between Earth and the outer planets precludes the use of teleoperated rovers so autonomous operations are built in to the current and upcoming generation devices. As the level of autonomy increases, the mode of operations shifts from low-level specification of activities to a higher-level specification of goals. To support this higher-level activity, it is necessary to provide the operator with an effective understanding of the in-situ environment and also the tools needed to specify the higher-level goals. Immersive environments provide the needed sense of presence to achieve this goal. Use of immersive environments at JPL has two main thrusts that will be discussed in this talk. One is the generation of 3D models of the in-situ environment, in particular the merging of models from different sensors, different modes (orbital, descent, and lander), and even different missions. The other is the use of various tools to visualize the environment within which the rover will be operating to maximize the understanding by the operator. A suite of tools is under development which provide an integrated view into the environment while providing a variety of modes of visualization. This allows the operator to smoothly switch from one mode to another depending on the information and presentation desired.

Wright, John R.↗

VR for Mars Pathfinder

Virtual reality (VR) technology has played an integral role for Mars Pathfinder mission, operations Using an automated machine vision algorithm, the 3d topography of the Martian surface was rapidly recovered fro -a the stereo images captured. by the Tender camera to produce photo-realistic 3d models, An advanced, interface was developed for visualization and interaction with. the virtual environment of the Pathfinder landing site for mission scientists at the Space Flight Operations Facility of the Jet Propulsion Laboratory. The VR aspect of the display allowed mission scientists to navigate on Mars in Bud while remaining here on Earth, thus improving their spatial awareness of the rock field that surrounds the lenders Measurements of positions, distances and angles could be easily extracted from the topographic models, providing valuable information for science analysis and mission. planning. Moreover, the VR map of Mars has also been used to assist with the archiving and planning of activities for the Sojourner rover.

Blackmon, Theodore↗

Combined Feature Based and Shape Based Visual Tracker for Robot Navigation

We have developed a combined feature based and shape based visual tracking system designed to enable a planetary rover to visually track and servo to specific points chosen by a user with centimeter precision. The feature based tracker uses invariant feature detection and matching across a stereo pair, as well as matching pairs before and after robot movement in order to compute an incremental 6-DOF motion at each tracker update. This tracking method is subject to drift over time, which can be compensated by the shape based method. The shape based tracking method consists of 3D model registration, which recovers 6-DOF motion given sufficient shape and proper initialization. By integrating complementary algorithms, the combined tracker leverages the efficiency and robustness of feature based methods with the precision and accuracy of model registration. In this paper, we present the algorithms and their integration into a combined visual tracking system.

Deans, J.↗

Constructing an Educational Mars Simulation

Working in the Educational Programs Office, my task this summer is to model a 3D habitat that will be part of a future Mars base. With the President's charge to further explore mars by way of robotic-led and human-led missions, there has been a surge in the activity regarding the "red planet". Since all present designs are merely conjecture, I have some creative freedom in deciding what the habitat will look like. To get ideas for what a Mars habitat might be like, I looked at several references including websites and NASA documents. One of these was a NASA Technical Memorandum about Space Transportation Systems that I looked at to get insight on spaceship design. Information about the planet's environment, such as the gravity and the weather, is useful as well when designing the structure. The main software that I am using is Lightwave 3D and Modeler 7.5 that comes along with it. Lightwave is very complex in that it lets you model, surface, and animate so there was a lot to learn. To learn the software I watched a series of instructional videos, looked at online tutorials, and referenced several books. Modeling is like shaping clay with a computer. Every item modeled is made of smaller shapes called polygons. For example, each side of a box would be a different polygon. Modelers must be careful to design with users' systems in mind. Having a model made with too many polygons can slow down a walk-through, but it usually improves the small details on a model. Getting speed and quality proved tricky. An important thing for me to remember when modeling the habitat was to save space. Also, I must consider that technology in the future will be much different than now, so I must be especially creative. My project will be used in an educational walkthough simulation in which users can interact with the environment. I worked closely with intern Stephen Henke who built a Mars Rover, terrain and programmed code for the simulation. This summer's project will help me with future aspirations in computer graphics. Modeling is a valuable skill that I appreciate having the chance to learn and practice.

Henke, Stephen A.↗

Measurement Techniques for Hypervelocity Impact Test Fragments

The ability to classify the size and shape of individual orbital debris fragments provides a better understanding of the orbital debris environment as a whole. The characterization of breakup fragmentation debris has gradually evolved from a simplistic, spherical assumption towards that of describing debris in terms of size, material, and shape parameters. One of the goals of the NASA Orbital Debris Program Office is to develop high-accuracy techniques to measure these parameters and apply them to orbital debris observations. Measurement of the physical characteristics of debris resulting from groundbased, hypervelocity impact testing provides insight into the shapes and sizes of debris produced from potential impacts in orbit. Current techniques for measuring these ground-test fragments require determination of dimensions based upon visual judgment. This leads to reduced accuracy and provides little or no repeatability for the measurements. With the common goal of mitigating these error sources, allaying any misunderstandings, and moving forward in fragment shape determination, the NASA Orbital Debris Program Office recently began using a computerized measurement system. The goal of using these new techniques is to improve knowledge of the relation between commonly used dimensions and overall shape. The immediate objective is to scan a single fragment, measure its size and shape properties, and import the fragment into a program that renders a 3D model that adequately demonstrates how the object could appear in orbit. This information would then be used to aid optical methods in orbital debris shape determination. This paper provides a description of the measurement techniques used in this initiative and shows results of this work. The tradeoffs of the computerized methods are discussed, as well as the means of repeatability in the measurements of these fragments. This paper serves as a general description of methods for the measurement and shape analysis of orbital debris.

Hill, Nicole E.↗

Multiwavelength Emission From Pulsar Slot Gaps

We present results of a 3D model of optical to gamma-ray emission from the slot gap accelerator of a rotation-powered pulsar. Primary electrons accelerating to high altitude in the pulsar magnetosphere at the outer edge of the open field volume, as well as electron-positron pairs on field line interior to the slot gap, radiate curvature, inverse Compton and synchrotron radiation. Both primaries and pairs undergo cyclotron resonant absorption of radio photons, allowing them to maintain significant pitch angles and to produce a broad spectrum of emission from infra-red to GeV energies. Synchrotron radiation from pairs with a power-law energy spectrum dominate the spectrum up to 10 MeV. Synchrotron and curvature radiation of primaries dominates from 10 MeV up to a few GeV. The high-energy pulse profiles are dominated by caustics on trailing field lines. In the case of the Crab pulsar, the radio conal emission may also form caustics in phase with the high-energy peaks. If resonant absorption of radio emission produces high-energy synchroti-on radiation, emission below 200 Mev is expected to exhibit correlations in time and phase with the radio emission.

Harding, Alice K.↗

High-Altitude Emission from Pulsar Slot Gaps: The Crab Pulsar

We present results of a 3D model of optical to gamma-ray emission from the slot gap accelerator of a rotation-powered pulsar. Primary electrons accelerating to high-altitudes in the unscreened electric field of the slot gap reach radiation-reaction limited Lorentz factors of approx. 2 x 10(exp 7), while electron-positron pairs from lower-altitude cascades flow along field lines interior to the slot gap. The curvature, synchrotron and inverse Compton radiation of both primary electrons and pairs produce a broad spectrum of emission from infra-red to GeV energies. Both primaries and pairs undergo cyclotron resonant absorption of radio photons, allowing them to maintain significant pitch angles. Synchrotron radiation from pairs with a power-law energy spectrum from gamma = 10(exp 2) - 10(exp 5), dominate the spectrum up to approx. 10 MeV. Synchrotron and curvature radiation of primaries dominates from 10 MeV up to a few GeV. We examine the energy-dependent pulse profiles and phase-resolved spectra for parameters of the Crab pulsar as a function of magnetic inclination alpha and viewing angle zeta, comparing to broad-band data. In most cases, the pulse profiles are dominated by caustics on trailing field lines. We also explore the relation of the high-energy and the radio profiles, as well as the possibility of caustic formation in the radio cone emission. We find that the Crab pulsar profiles and spectrum can be reasonably well reproduced by a model with alpha = 45deg and zeta approx. 100deg or 80deg. This model predicts that the slot gap emission below 200 MeV will exhibit correlations in time and phase with the radio emission.

Harding, Alice K.↗