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At least 91 records · Page 5

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↗

Robust Stabilization of Inverter-Based Resources Using Virtual Resistance-Based Control

This letter proposes a virtual resistance-based nonlinear control to stabilize and robustify the current layer of inverter-based resources, subject to the grid voltage disturbances, and the grid parameter uncertainties. A class of virtual resistances is proposed and analyzed using concepts from dissipative systems theory. Moreover, specific nonlinear virtual resistance-based controllers are derived, with their corresponding performance analytically bounded. Here, the theoretical and simulation results show that the proposed nonlinear virtual resistance-based controllers significantly reduce the L 2 gain of the closed-loop error system to grid voltage variation and parametric uncertainties. Significant improvements of the transient and steady-state current responses are also demonstrated over linear virtual resistance counterparts.

24 POWER TRANSMISSION AND DISTRIBUTION↗

RESULTS OF A VIRTUAL ROUND ROBIN STUDY TO ESTIMATE PROBABILITY OF DETECTION FOR DISSIMILAR METAL WELDS

This paper presents efforts to overcome challenges with empirical probability of detection (POD) estimations in the nuclear power industry through the utilization of a novel virtual flaw method. A virtual round robin (VRR) study was conducted under the Program for Investigation Of NDE by International Collaboration (PIONIC), organized by the United States Nuclear Regulatory Commission (NRC) utilizing data generated by the virtual flaw method. Analysis of results from the VRR was performed by teams from Pacific Northwest National Laboratory (PNNL), Electric Power Research Institute (EPRI), and Aalto University. Empirically derived POD estimations are presented, and challenges associated with obtaining these estimations are discussed. The virtual flaw method is introduced and some details of its implementation for the VRR activity are described. Results from POD analysis of the VRR data by PNNL, EPRI, and Aalto University are presented and a discussion regarding differences in analysis results is provided. Finally, potential future efforts to improve the application of the virtual flaw method and its estimation of POD are discussed.

Probability of detection, Dissimilar Metal Weld, P↗

Direct stimulation of the retina by the method of virtual-quanta for heavy cosmic-ray nuclei

The contribution to the frequency of visual sensations induced in the dark-adapted eye by the virtual photon field was calculated, this field is associated with the heavy nuclei that exist in space beyond the geomagnetic field. In order to determine the probability that the virtual photon field induces a light flash, only the portion of the virtual photon spectrum that corresponds to the known frequency dependence of the sensitivity of human rods to visible light was utilized. The results can be expressed as a curve of the mean frequency of light flashes induced by the absorption of at least R virtual photons versus the threshold number R. The contribution to the light flash frequency from the virtual photon field of heavy cosmic ray nuclei is smaller than that from Cerenkov photons. The flux and energy spectra of galactic cosmic ray nuclei helium to iron were used.

Mcnulty, P. J.↗

Formal modeling of virtual machines

Systematic software design can be based on the development of a 'hierarchy of virtual machines', each representing a 'level of abstraction' of the design process. The reported investigation presents the concept of 'data space' as a formal model for virtual machines. The presented model of a data space combines the notions of data type and mathematical machine to express the close interaction between data and control structures which takes place in a virtual machine. One of the main objectives of the investigation is to show that control-independent data type implementation is only of limited usefulness as an isolated tool of program development, and that the representation of data is generally dictated by the control context of a virtual machine. As a second objective, a better understanding is to be developed of virtual machine state structures than was heretofore provided by the view of the state space as a Cartesian product.

Cremers, A. B.↗

Recoverable distributed shared virtual memory - Memory coherence and storage structures

This paper examines the problem of implementing rollback recovery in multicomputer distributed shared virtual memory environments, in which the shared memory is implemented in software and exists only virtually. A user-transparent checkpointing recovery scheme and new twin-page disk storage management are presented to implement a recoverable distributed shared virtual memory. The checkpointing scheme is integrated with the shared virtual memory management. The twin-page disk approach allows incremental checkpointing without an explicit undo at the time of recovery. A single consistent checkpoint state is maintained on stable disk storage. The recoverable distributed shared virtual memory allows the system to restart computation from a previous checkpoint due to a processor failure without a global restart.

Wu, Kun-Lung↗

Studies of the field-of-view resolution tradeoff in virtual-reality systems

Most virtual-reality systems use LCD-based displays that achieve a large field-of-view at the expense of resolution. A typical display will consist of approximately 86,000 pixels uniformly distributed over an 80-degree by 60-degree image. Thus, each pixel subtends about 13 minutes of arc at the retina; about the same as the resolvable features of the 20/200 line of a Snellen Eye Chart. The low resolution of LCD-based systems limits task performance in some applications. We have examined target-detection performance in a low-resolution virtual world. Our synthesized three-dimensional virtual worlds consisted of target objects that could be positioned at a fixed distance from the viewer, but at random azimuth and constrained elevation. A virtual world could be bounded by chromatic walls or by wire-frame, or it could be unbounded. Viewers scanned these worlds and indicated by appropriate gestures when they had detected the target object. By manipulating the viewer's field size and the chromatic and luminance contrast of annuli surrounding the field-of-view, we were able to assess the effect of field size on the detection of virtual objects in low-resolution synthetic worlds.

Piantanida, Thomas P.↗

Varieties of virtualization

Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.

Ellis, Stephen R.↗

Perceptual and performance consequences of flight in virtual worlds

There are two primary purposes for head-mounted systems in aeronautical settings. One is for helmet-mounted sights and teleoperated (head-slaved) weapons systems. Bennett, Johnson, Perrone, and Phatak (1988) evaluated head tracking performance during passive and controlled flight. In that study, comparisons were also made of head tracking performance in sterile and relatively complex virtual worlds. That study confirmed the robustness of head tracking performance across a wide variety of visual scenes. A second use of virtual world displays is for aircraft control. Aircraft controllability using head-mounted, panel-mounted, or simulated out-the-window scenes has been systematically examined. Those studies reported the range of rotorcraft flight tasks in which head-mounted virtual worlds provided some advantages. Two studies will be reported that examine the perceptual/performance effects of virtual worlds. The first examines head tracking performance with roll-stabilized versus non-roll stabilized virtual worlds. The purpose of the study was to (1) examine display strategies used in current display systems and (2) study the adaptability of observers to estimated glide slope angles using head-slaved versus head-stabilized imagery. The purpose of this study was to examine the usefulness of wide field-of-regards during final approaches to a runway.

Bennett, C. Thomas↗

Surface matching for correlation of virtual models: Theory and application

Virtual reality can enable a robot user to off line generate and test in a virtual environment a sequence of operations to be executed by the robot in an assembly cell. Virtual models of objects are to be correlated to the real entities they represent by means of a suitable transformation. A solution to the correlation problem, which is basically a problem of 3-dimensional adjusting, has been found exploiting the surface matching theory. An iterative algorithm has been developed, which matches the geometric surface representing the shape of the virtual model of an object, with a set of points measured on the surface in the real world. A peculiar feature of the algorithm is to work also if there is no one-to-one correspondence between the measured points and those representing the surface model. Furthermore the problem of avoiding convergence to local minima is solved, by defining a starting point of states ensuring convergence to the global minimum. The developed algorithm has been tested by simulation. Finally, this paper proposes a specific application, i.e., correlating a robot cell, equipped for biomedical use with its virtual representation.

Caracciolo, Roberto↗

Simulation fidelity of a virtual environment display

We assessed the degree to which a virtual environment system produced a faithful simulation of three-dimensional space by investigating the influence of a pitched optic array on the perception of gravity-referenced eye level (GREL). We compared the results with those obtained in a physical environment. In a within-subjects factorial design, 12 subjects indicated GREL while viewing virtual three-dimensional arrays at different static orientations. A physical array biased GREL more than did a geometrically identical virtual pitched array. However, addition of two sets of orthogonal parallel lines (a grid) to the virtual pitched array resulted in as large a bias as that obtained with the physical pitched array. The increased bias was caused by longitudinal, but not the transverse, components of the grid. We discuss implications of our results for spatial orientation models and for designs of virtual displays.

Nemire, Kenneth↗

The CAVE (TM) automatic virtual environment: Characteristics and applications

Virtual reality may best be defined as the wide-field presentation of computer-generated, multi-sensory information that tracks a user in real time. In addition to the more well-known modes of virtual reality -- head-mounted displays and boom-mounted displays -- the Electronic Visualization Laboratory at the University of Illinois at Chicago recently introduced a third mode: a room constructed from large screens on which the graphics are projected on to three walls and the floor. The CAVE is a multi-person, room sized, high resolution, 3D video and audio environment. Graphics are rear projected in stereo onto three walls and the floor, and viewed with stereo glasses. As a viewer wearing a location sensor moves within its display boundaries, the correct perspective and stereo projections of the environment are updated, and the image moves with and surrounds the viewer. The other viewers in the CAVE are like passengers in a bus, along for the ride. 'CAVE,' the name selected for the virtual reality theater, is both a recursive acronym (Cave Automatic Virtual Environment) and a reference to 'The Simile of the Cave' found in Plato's 'Republic,' in which the philosopher explores the ideas of perception, reality, and illusion. Plato used the analogy of a person facing the back of a cave alive with shadows that are his/her only basis for ideas of what real objects are. Rather than having evolved from video games or flight simulation, the CAVE has its motivation rooted in scientific visualization and the SIGGRAPH 92 Showcase effort. The CAVE was designed to be a useful tool for scientific visualization. The Showcase event was an experiment; the Showcase chair and committee advocated an environment for computational scientists to interactively present their research at a major professional conference in a one-to-many format on high-end workstations attached to large projection screens. The CAVE was developed as a 'virtual reality theater' with scientific content and projection that met the criteria of Showcase.

Kenyon, Robert V.↗

Virtual Environments in Scientific Visualization

Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

Bryson, Steve↗

Virtual Environments in Scientific Visualization

Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.

Bryson, Steve↗

Virtual Acoustics: Evaluation of Psychoacoustic Parameters

Current virtual acoustic displays for teleconferencing and virtual reality are usually limited to very simple or non-existent renderings of reverberation, a fundamental part of the acoustic environmental context that is encountered in day-to-day hearing. Several research efforts have produced results that suggest that environmental cues dramatically improve perceptual performance within virtual acoustic displays, and that is possible to manipulate signal processing parameters to effectively reproduce important aspects of virtual acoustic perception in real-time. However, the computational resources for rendering reverberation remain formidable. Our efforts at NASA Ames have been focused using a several perceptual threshold metrics, to determine how various "trade-offs" might be made in real-time acoustic rendering. This includes both original work and confirmation of existing data that was obtained in real rather than virtual environments. The talk will consider the importance of using individualized versus generalized pinnae cues (the "Head-Related Transfer Function"); the use of head movement cues; threshold data for early reflections and late reverberation; and consideration of the necessary accuracy for measuring and rendering octave-band absorption characteristics of various wall surfaces. In addition, a consideration of the analysis-synthesis of the reverberation within "everyday spaces" (offices, conference rooms) will be contrasted to the commonly used paradigm of concert hall spaces.

Begault, Durand R.↗

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.↗

Simulation of Physical Experiments in Immersive Virtual Environments

An object-oriented event-driven immersive Virtual environment is described for the creation of virtual labs (VLs) for simulating physical experiments. Discussion focuses on a number of aspects of the VLs, including interface devices, software objects, and various applications. The VLs interface with output devices, including immersive stereoscopic screed(s) and stereo speakers; and a variety of input devices, including body tracking (head and hands), haptic gloves, wand, joystick, mouse, microphone, and keyboard. The VL incorporates the following types of primitive software objects: interface objects, support objects, geometric entities, and finite elements. Each object encapsulates a set of properties, methods, and events that define its behavior, appearance, and functions. A container object allows grouping of several objects. Applications of the VLs include viewing the results of the physical experiment, viewing a computer simulation of the physical experiment, simulation of the experiments procedure, computational steering, and remote control of the physical experiment. In addition, the VL can be used as a risk-free (safe) environment for training. The implementation of virtual structures testing machines, virtual wind tunnels, and a virtual acoustic testing facility is described.

Noor, Ahmed K.↗

NASA Virtual Glovebox (VBX): Emerging Simulation Technology for Space Station Experiment Design, Development, Training and Troubleshooting

The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.

Smith, Jeffrey D.↗