Engineering Papers⌕ Search

SEARCH · Engineering Papers

Results for “Games”

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 811 records · Page 45

LCROSS Lunar Impactor - Lessons Learned from a Small Satellite Mission

The Lunar CRater Observation and Sensing Satellite (LCROSS) launched with the Lunar Reconnaissance Orbiter (LRO) on June 18, 2009. While the science function of the LCROSS mission was to determine the presence of water-ice in a permanently-shadowed crater on the moon, the operational purpose was to be a pioneer for future low-cost, risk-tolerant small satellite NASA missions. Recent strategic changes at the Agency level have only furthered the importance of small satellite missions. NASA Ames Research Center and its industry partner, Northrop-Grumman, initiated this spacecraft project two-years after its co-manifest mission had started, with less than one-fifth the budget. With a $79M total cost cap (including operations and reserves) and 31-months until launch, LCROSS needed a game-changing approach to be successful. At the LCROSS Confirmation Review, the ESMD Associate Administrator asked the Project team to keep a close record of lessons learned through the course of the mission and share their findings with the Agency at the end of the mission. This paper summarizes the Project, the mission, its risk position, and some of the more notable lessons learned.

Andrews, Daniel R.↗

OMEGA (Offshore Membrane for Enclosing Algae). NASA-NAVY: A Strategic Planning Discussion

This briefing packet provides a short introduction to OMEGA and a truncated version of our project approach, with an example of the kind of work break down structure (WBS) used to guide our Phase I activities. It is meant to give you an impression of how we are approaching the challenge of creating the world's first marine photobioreactor (PBR) that will scale to address the strategic energy problems confronting the United States and the world. Some of our conceptual PBR designs and plans for logistics are included to communicate the path we have taken. We have also included an aerial photograph of the experimental tanks we are using at the Cal Fish and Game, followed by concluding remarks. The overarching purpose of the strategic planning discussion in Norfolk is to establish the relationship between the NASA OMEGA Team and the Navy, to unite the strengths of both agencies, and to map a mutual way forward along the project's established critical path.

Trent, Jonathan↗

SBIR Technology Applications to Space Communications and Navigation (SCaN)

This slide presentation reviews the mission of the Space Communications and Navigation (SCaN) Office with particular emphasis on opportunities for technology development with SBIR companies. The SCaN office manages NASA's space communications and navigation networks: the Near Earth Network (NEN), the Space Network (SN), and the Deep Space Network (DSN). The SCaN networks nodes are shown on a world wide map and the networks are described. Two types of technologies are described: Pull technology, and Push technologies. A listing of technology themes is presented, with a discussion on Software defined Radios, Optical Communications Technology, and Lunar Lasercom Space Terminal (LLST). Other technologies that are being investigated are some Game Changing Technologies (GCT) i.e., technologies that offer the potential for improving comm. or nav. performance to the point that radical new mission objectives are possible, such as Superconducting Quantum Interference Filters, Silicon Nanowire Optical Detectors, and Auto-Configuring Cognitive Communications

Liebrecht, Phil↗

Advanced Space Fission Propulsion Systems

Fission has been considered for in-space propulsion since the 1940s. Nuclear Thermal Propulsion (NTP) systems underwent extensive development from 1955-1973, completing 20 full power ground tests and achieving specific impulses nearly twice that of the best chemical propulsion systems. Space fission power systems (which may eventually enable Nuclear Electric Propulsion) have been flown in space by both the United States and the Former Soviet Union. Fission is the most developed and understood of the nuclear propulsion options (e.g. fission, fusion, antimatter, etc.), and fission has enjoyed tremendous terrestrial success for nearly 7 decades. Current space nuclear research and technology efforts are focused on devising and developing first generation systems that are safe, reliable and affordable. For propulsion, the focus is on nuclear thermal rockets that build on technologies and systems developed and tested under the Rover/NERVA and related programs from the Apollo era. NTP Affordability is achieved through use of previously developed fuels and materials, modern analytical techniques and test strategies, and development of a small engine for ground and flight technology demonstration. Initial NTP systems will be capable of achieving an Isp of ~900 s at a relatively high thrust-to-weight ratio. The development and use of first generation space fission power and propulsion systems will provide new, game changing capabilities for NASA. In addition, development and use of these systems will provide the foundation for developing extremely advanced power and propulsion systems capable of routinely and affordably accessing any point in the solar system. The energy density of fissile fuel (8 x 10(exp 13) Joules/kg) is more than adequate for enabling extensive exploration and utilization of the solar system. For space fission propulsion systems, the key is converting the virtually unlimited energy of fission into thrust at the desired specific impulse and thrust-to-weight ratio. This presentation will discuss potential space fission propulsion options ranging from first generation systems to highly advanced systems. Ongoing research that shows promise for enabling second generation NTP systems with Isp greater than 1000 s will be discussed, as will the potential for liquid, gas, or plasma core systems. Space fission propulsion systems could also be used in conjunction with simple (water-based) propellant depots to enable routine, affordable missions to various destinations (e.g. moon, Mars, asteroids) once in-space infrastructure is sufficiently developed. As fuel and material technologies advance, very high performance Nuclear Electric Propulsion (NEP) systems may also become viable. These systems could enable sophisticated science missions, highly efficient cargo delivery, and human missions to numerous destinations. Commonalities between NTP, fission power systems, and NEP will be discussed.

Houts, Michael G.↗

NASA Technology Area 07: Human Exploration Destination Systems Roadmap

This paper gives an overview of the National Aeronautics and Space Administration (NASA) Office of Chief Technologist (OCT) led Space Technology Roadmap definition efforts. This paper will given an executive summary of the technology area 07 (TA07) Human Exploration Destination Systems (HEDS). These are draft roadmaps being reviewed and updated by the National Research Council. Deep-space human exploration missions will require many game changing technologies to enable safe missions, become more independent, and enable intelligent autonomous operations and take advantage of the local resources to become self-sufficient thereby meeting the goal of sustained human presence in space. Taking advantage of in-situ resources enhances and enables revolutionary robotic and human missions beyond the traditional mission architectures and launch vehicle capabilities. Mobility systems will include in-space flying, surface roving, and Extra-vehicular Activity/Extravehicular Robotics (EVA/EVR) mobility. These push missions will take advantage of sustainability and supportability technologies that will allow mission independence to conduct human mission operations either on or near the Earth, in deep space, in the vicinity of Mars, or on the Martian surface while opening up commercialization opportunities in low Earth orbit (LEO) for research, industrial development, academia, and entertainment space industries. The Human Exploration Destination Systems (HEDS) Technology Area (TA) 7 Team has been chartered by the Office of the Chief Technologist (OCT) to strategically roadmap technology investments that will enable sustained human exploration and support NASA s missions and goals for at least the next 25 years. HEDS technologies will enable a sustained human presence for exploring destinations such as remote sites on Earth and beyond including, but not limited to, LaGrange points, low Earth orbit (LEO), high Earth orbit (HEO), geosynchronous orbit (GEO), the Moon, near-Earth objects (NEOs), which > 95% are asteroidal bodies, Phobos, Deimos, Mars, and beyond. The HEDS technology roadmap will strategically guide NASA and other U.S. Government agency technology investments that will result in capabilities enabling human exploration missions to diverse destinations generating high returns on investments.

Kennedy, Kriss J.↗

The Unique OMI HCHO/NO2 Feature During the 2008 Beijing Summer Olympics: Implications for Ozone Production Sensitivity

In preparation of the Beijing Summer Olympic and Paralympics Games, strict controls were imposed between July and September 2008 on motor vehicle traffic and industrial emissions to improve air quality for the competitors. We assessed chemical sensitivity of ozone production to these controls using Ozone Monitoring Instrument (OMI) column measurements of formaldehyde (HCHO) and nitrogen dioxide (NO2), where their ratio serves as a proxy for the sensitivity. During the emission controls, HCHO/NO2 increased and indicated a NOx-limited regime, in contrast to the same period in the preceding three years when the ratio indicates volatile organic carbon (VOC)-limited and mixed NOx-VOC-limited regimes. After the emission controls were lifted, observed NO2 and HCHO/NO2 returned to their previous values. The 2005-2008 OMI record shows that this transition in regimes was unique as ozone production in Beijing was rarely NOx-limited. OMI measured summertime increases in HCHO of around 13% in 2008 compared to prior years, the same time period during which MODIS vegetation indices increased. The OMI HCHO increase may be due to higher biogenic emissions of HCHO precursors, associated with Beijing's greening initiative for the Olympics. However, NO2 and HCHO were also found to be well-correlated during the summer months. This indicates an anthropogenic VOC contribution from vehicle emissions to OMI HCHO and is a plausible explanation for the relative HCHO minimum observed in August 2008, concurrent with a minimum in traffic emissions. We calculated positive trends in 2005-2008 OMI HCHO and NO2 of about +1 x 10(exp 14) Molec/ square M-2 and +3 x 10(exp 13) molec CM-2 per month, respectively. The positive trend in NO2 may be an indicator of increasing vehicular traffic since 2005, while the positive trend in HCHO may be due to a combined increase in anthropogenic and biogenic emissions since 2005.

Witte, J. C.↗

Lcross Lunar Impactor - Lessons Learned from a Small Satellite Mission

The Lunar CRater Observation and Sensing Satellite (LCROSS) launched with the Lunar Reconnaissance Orbiter (LRO) on June 18, 2009. While the science purpose of the LCROSS mission was to determine the presence of water-ice in a permanently-shadowed crater on the moon, the functional purpose was to be a pioneer for future low-cost, risk-tolerant small satellite NASA missions. Recent strategic changes at the Agency level have only furthered the importance of small satellite missions. NASA Ames Research Center and its industry partner, Northrop-Grumman, initiated this spacecraft project two-years after its co-manifest mission had started, with less than one-fifth the budget. With a $79M total cost cap (including operations and reserves) and 31-months until launch, LCROSS needed a game-changing approach to be successful. At the LCROSS Confirmation Review, the ESMD Associate Administrator asked the Project team to keep a close record of lessons learned through the course of the mission and share their findings with the Agency at the end of the mission. This paper summarizes the Project, the mission, its risk position, and some of the more notable lessons learned.

Andrews, Daniel↗

Innovation in Extraterrestrial Service Systems - A Challenge for Service Science

This presentation was prepared at the invitation of Professor Yukio Ohsawa, Department of Systems Innovation, School of Engineering, The University of Tokyo, for delivery at the International Workshop on Innovating Service Systems, sponsored by the Japanese Society of Artificial Intelligence (JSAI) as part of the JSAI Internation Symposium on AI, 2010. It offers several challenges for Service Science and Service Innovation. the goal of the presentation is to stimulate thinking about how service systems viII evolve in the future, as human society advances from its terrestrial base toward a permanent presence in space. First we will consider the complexity of the International Space Station (ISS) as it is today, with particular emphasis of its research facilities, and focus on a current challenge - to maximize the utilization of ISS research facilities for the benefit of society. After briefly reviewing the basic principles of Service Science, we will discuss the potential application of Service Innovation methodology to this challenge. Then we viII consider how game-changing technologies - in particular Synthetic Biology - could accelerate the pace of sociocultural evolution and consequently, the progression of human society into space. We will use this provocative vision to advance thinking about how the emerging field of Service Science, Management, and Engineering (SSME) might help us anticipate and better handle the challenges of this inevitable evolutionary process.

Bergner, David↗

GPU Based Software Correlators - Perspectives for VLBI2010

Caused by historical separation and driven by the requirements of the PC gaming industry, Graphics Processing Units (GPUs) have evolved to massive parallel processing systems which entered the area of non-graphic related applications. Although a single processing core on the GPU is much slower and provides less functionality than its counterpart on the CPU, the huge number of these small processing entities outperforms the classical processors when the application can be parallelized. Thus, in recent years various radio astronomical projects have started to make use of this technology either to realize the correlator on this platform or to establish the post-processing pipeline with GPUs. Therefore, the feasibility of GPUs as a choice for a VLBI correlator is being investigated, including pros and cons of this technology. Additionally, a GPU based software correlator will be reviewed with respect to energy consumption/GFlop/sec and cost/GFlop/sec.

Hobiger, Thomas↗

Selected Papers and Presentations Presented at MODSIM World 2010 Conference Expo

MODSIM World 2010 was held in Hampton, Virginia, October 13-15, 2010. The theme of the 2010 conference & expo was "21st Century Decision-Making: The Art of Modeling& Simulation". The conference program consisted of seven technical tracks - Defense, Engineering and Science, Health & Medicine, Homeland Security & First Responders, The Human Dimension, K-20 STEM Education, and Serious Games & Virtual Worlds. Selected papers and presentations from MODSIM World 2010 Conference & Expo are contained in this NASA Conference Publication (CP). Section 8.0 of this CP contains papers from MODSIM World 2009 Conference & Expo that were unavailable at the time of publication of NASA/CP-2010-216205 Selected Papers Presented at MODSIM World 2009 Conference and Expo, March 2010.

Pinelli, Thomas E.↗

Leveraging M and S in Soft Skills Training for the DoD

Soft skills, also called "people skills," are typically hard to observe, quantify and measure. These skills have to do with how we relate to each other; communicating, listening, engaging in dialogue, giving feedback, cooperating as a team member, solving problems and resolving conflicts. Most of the soft skills training is scenario based, utilizing written or video-based scenarios. with limited or no branching, as well as quantitative feedback. This paper will outline a game-based approach to configurable, scenario-based, soft skills training. The paper will discuss the application of realistic visual behavior cues (e.g. body language, vocal inflection, facial expressions) and how these can benefit the learner. Using the concept of a "virtual vignette" this paper will discuss a prototype system intended to leach suicide prevention and provide qualitative feedback to the learner. The paper will also explore other soft skills training applications for this technology

Cimino, James D.↗

Longitudinal Study: Efficacy of Online Technology Tools for Instructional Use

Studies show that the student population (secondary and post secondary) is becoming increasingly more technologically savvy. Use of the internet, computers, MP3 players, and other technologies along with online gaming has increased tremendously amongst this population such that it is creating an apparent paradigm shift in the learning modalities of these students. Instructors and facilitators of learning can no longer rely solely on traditional lecture-based lesson formals. In order to achieve student academic success and satisfaction and to increase student retention, instructors must embrace various technology tools that are available and employ them in their lessons. A longitudinal study (January 2009-June 2010) has been performed that encompasses the use of several technology tools in an instructional setting. The study provides further evidence that students not only like the tools that are being used, but prefer that these tools be used to help supplement and enhance instruction.

Uenking, Michael D.↗

GIS Data Based Automatic High-Fidelity 3D Road Network Modeling

3D road models are widely used in many computer applications such as racing games and driving simulations_ However, almost all high-fidelity 3D road models were generated manually by professional artists at the expense of intensive labor. There are very few existing methods for automatically generating 3D high-fidelity road networks, especially those existing in the real world. This paper presents a novel approach thai can automatically produce 3D high-fidelity road network models from real 2D road GIS data that mainly contain road. centerline in formation. The proposed method first builds parametric representations of the road centerlines through segmentation and fitting . A basic set of civil engineering rules (e.g., cross slope, superelevation, grade) for road design are then selected in order to generate realistic road surfaces in compliance with these rules. While the proposed method applies to any types of roads, this paper mainly addresses automatic generation of complex traffic interchanges and intersections which are the most sophisticated elements in the road networks

Wang, Jie↗

Selected Papers and Presentations Presented at MODSIM World 2010 Conference and Expo

MODSIM World 2010 was held in Hampton, Virginia, October 13-15, 2010. The theme of the 2010 conference & expo was "21st Century Decision-Making: The Art of Modeling& Simulation". The conference program consisted of seven technical tracks - Defense, Engineering and Science, Health & Medicine, Homeland Security & First Responders, The Human Dimension, K-20 STEM Education, and Serious Games & Virtual Worlds. Selected papers and presentations from MODSIM World 2010 Conference & Expo are contained in this NASA Conference Publication (CP). Section 8.0 of this CP contains papers from MODSIM World 2009 Conference & Expo that were unavailable at the time of publication of NASA/CP-2010-216205 Selected Papers Presented at MODSIM World 2009 Conference and Expo, March 2010.

Pinelli, Thomas E.↗

Integrated Graphics Operations and Analysis Lab Development of Advanced Computer Graphics Algorithms

The focus of this project is to aid the IGOAL in researching and implementing algorithms for advanced computer graphics. First, this project focused on porting the current International Space Station (ISS) Xbox experience to the web. Previously, the ISS interior fly-around education and outreach experience only ran on an Xbox 360. One of the desires was to take this experience and make it into something that can be put on NASA s educational site for anyone to be able to access. The current code works in the Unity game engine which does have cross platform capability but is not 100% compatible. The tasks for an intern to complete this portion consisted of gaining familiarity with Unity and the current ISS Xbox code, porting the Xbox code to the web as is, and modifying the code to work well as a web application. In addition, a procedurally generated cloud algorithm will be developed. Currently, the clouds used in AGEA animations and the Xbox experiences are a texture map. The desire is to create a procedurally generated cloud algorithm to provide dynamically generated clouds for both AGEA animations and the Xbox experiences. This task consists of gaining familiarity with AGEA and the plug-in interface, developing the algorithm, creating an AGEA plug-in to implement the algorithm inside AGEA, and creating a Unity script to implement the algorithm for the Xbox. This portion of the project was unable to be completed in the time frame of the internship; however, the IGOAL will continue to work on it in the future.

Wheaton, Ira M.↗

Development and Demonstration of Sustainable Surface Infrastructure for Moon/Mars Exploration

For long-term human exploration of the Moon and Mars to be practical, affordable, and sustainable, future missions must be able to identify and utilize resources at the site of exploration. The ability to characterize, extract, processes, and separate products from local material, known as In-Situ Resource Utilization (ISRU), can provide significant reductions in launch mass, logistics, and development costs while reducing risk through increased mission flexibility and protection as well as increased mission capabilities in the areas of power and transportation. Making mission critical consumables like propellants, fuel cell reagents and life support gases, as well as in-situ crew/hardware protection and energy storage capabilities can significantly enhance robotic and human science and exploration missions, however other mission systems need to be designed to interface with and utilize these in-situ developed products and services from the start or the benefits will be minimized or eliminated. This requires a level of surface and transportation system development coordination not typically utilized during early technology and system development activities. An approach being utilized by the US National Aeronautics and Space Administration and the Canadian Space Agency has been to utilize joint analogue field demonstrations to focus technology development activities to demonstrate and integrate new and potentially game changing. mission critical capabilities that would enable an affordable and sustainable surface infrastructure for lunar and Mars robotic and human exploration. Two analogue field tests performed in November 2008 and February 2010 demonstrated first generation capabilities for lunar resource prospecting, exploration site preparation, and oxygen extraction from regolith while initiating integration with mobility, science, fuel cell power, and propulsion disciplines. A third analogue field test currently planned for June 2012 will continue and expand the fidelity and integration of these surface exploration and infrastructure capabilities while adding Mars exploration technologies, improving remote operations and control of hardware, and promoting the use of common software, interfaces, & standards for control and operation for surface exploration and science. The next field test will also attempt to include greater involvement by industry, academia, and other countries/space agencies. This paper will provide an overview of the development and demonstration approach utilized to date, the results of the previous two ISRU-focused field analogue tests in Hawaii, and the current objectives and plans for the 3rd international Hawaii analogue field test.

Sanders, Gerald B.↗

Acquisition of Skill Proficiency Over Multiple Sessions of a Novel Rover Simulation

Following long-duration exploration transits, adaptive changes in sensorimotor function may impair the crew's ability to safely perform manual control tasks such as operating pressurized rovers. Postflight performance will also be influenced by the level of preflight skill proficiency they have attained. The purpose of this study was to characterize the acquisition of skills in a motion-based rover simulation over multiple sessions, and to investigate the effects of varying the simulation scenarios. METHODS: Twenty healthy subjects were tested in 5 sessions, with 1-3 days between sessions. Each session consisted of a serial presentation of 8 discrete tasks to be completed as quickly and accurately as possible. Each task consisted of 1) perspective-taking, using a map that defined a docking target, 2) navigation toward the target around a Martian outpost, and 3) docking a side hatch of the rover to a visually guided target. The simulator utilized a Stewart-type motion base (CKAS, Australia), single-seat cabin with triple scene projection covering 150 deg horizontal by 50 deg vertical, and joystick controller. Subjects were randomly assigned to a control group (tasks identical in the first 4 sessions) or a varied-practice group. The dependent variables for each task included accuracy toward the target and time to completion. RESULTS: The greatest improvements in time to completion occurred during the docking phase. The varied-practice group showed more improvement in perspective-taking accuracy. Perspective-taking accuracy was also affected by the relative orientation of the rover to the docking target. Skill acquisition was correlated with self-ratings of previous gaming experience. DISCUSSION: Varying task selection and difficulty will optimize the preflight acquisition of skills when performing novel operational tasks. Simulation of operational manual control will provide functionally relevant evidence regarding the impact of sensorimotor adaptation on early surface operations and what countermeasures are needed. Learning Objective: The use of a motion-based simulation to investigate decrements in the proficiency to operate pressurized rovers during early surface operations of space exploration missions, along with the acquisition of skill proficiency needed during the preflight phase of the mission.

Dean, S. L.↗

Advanced Technology Subsonic Transport Study: N+3 Technologies and Design Concepts

Conceptual Research Corporation, the Science of the Possible, has completed a two-year study of concepts and technologies for future airliners in the 180-passenger class. This NASA-funded contract was primarily focused on the ambitious goal of a 70 percent reduction in fuel consumption versus the market-dominating Boeing 737-800. The study is related to the N+3 contracts awarded in 2008 by NASA s Aeronautics Research Mission Directorate to teams led by Boeing, GE Aviation, MIT, and Northrop Grumman, but with more modest goals and funding. CRC s contract featured a predominant emphasis on propulsion and fuel consumption, but since fuel consumption depends upon air vehicle design as much as on propulsion technology, the study included notional vehicle design, analysis, and parametric studies. Other NASA goals including NOx and noise reduction are of long-standing interest but were not highlighted in this study, other than their inclusion in the propulsion system provided to CRC by NASA. The B-737-800 was used as a benchmark, parametric tool, and design point of departure. It was modeled in the RDS-Professional aircraft design software then subjected to extensive parametric variations of parasitic drag, drag-due-to-lift, specific fuel consumption, and unsized empty weight. These studies indicated that the goal of a 70 percent reduction in fuel consumption could be attained with roughly a 30 percent improvement in all four parameters. The results were then fit to a Response Surface and coded for ease of use in subsequent trade studies. Potential technologies to obtain such savings were identified and discussed. More than 16 advanced concept designs were then prepared, attempting to investigate almost every possible emerging concept for application to this class airliner. A preliminary assessment of these concepts was done based on their total wetted area after design normalization of trimmed maximum lift. This assessment points towards a Tailless Airliner concept which was designed and analyzed in some detail. To make it work, a retracting canard and an all-moving chin rudder were employed, along with the use of the Active Aeroelastic Wing technology. Results indicate that a 60 percent savings in fuel burn may be credibly attained, but this depends upon a lot of technology maturation, concept development, and risk reduction. This should be expected-such a dramatic reduction in fuel consumption is a "game changer" in the world of commercial aviation. It won t be easy.

Raymer, Daniel P.↗