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At least 91 records · Page 5

The NASA Tournament Laboratory (NTL): Improving Data Access at PDS while Spreading Joy and Engaging Students through 16 Micro-Contests

NASA PDS hosts terabytes of valuable data from hundreds of data sources and spans decades of research. Data is stored on flat-file systems regulated through careful meta dictionaries. PDS's data is available to the public through its website which supports data searches through drill-down navigation. While the system returns data quickly, result sets in response to identical input differ depending on the drill-down path a user follows. To correct this Issue, to allow custom searching, and to improve general accessibility, PDS sought to create a new data structure and API, and to use them to build applications that are a joy to use and showcase the value of the data to students, teachers and citizens. PDS engaged TopCoder and Harvard Business School through the NTL to pursue these objectives in a pilot effort. Scope was limited to Small Bodies Node data. NTL analyzed data, proposed a solution, and implemented it through a series of micro-contests. Contest focused on different segments of the problem; conceptualization, architectural design, implementation, testing, etc. To demonstrate the utility of the completed solution, NTL developed web-based and mobile applications that can compare targets, regardless of mission. To further explore the potential of the solution NTL hosted "Mash-up" challenges that integrated the API with other publically available assets, to produce consumer and teaching applications, including an Augmented Reality iPad tool. Two contests were also posted to middle and high school students via the NoNameSite.com platform, and as a result of these contests, PDS/SBN has initiated a Facebook program. These contests defined and implemented a data warehouse with the necessary migration tools to transform legacy data, produced a public web interface for the new search, developed a public API, and produced four mobile applications that we expect to appeal to users both within and, without the academic community.

LaMora, Andy↗

The Mobile Chamber

A document discusses a simulation chamber that represents a shift from the thermal-vacuum chamber stereotype. This innovation, currently in development, combines the capabilities of space simulation chambers, the user-friendliness of modern-day electronics, and the modularity of plug-and-play computing. The Mobile Chamber is a customized test chamber that can be deployed with great ease, and is capable of bringing payloads at temperatures down to 20 K, in high vacuum, and with the desired metrology instruments integrated to the systems control. Flexure plans to lease Mobile Chambers, making them affordable for smaller budgets and available to a larger customer base. A key feature of this design will be an Apple iPad-like user interface that allows someone with minimal training to control the environment inside the chamber, and to simulate the required extreme environments. The feedback of thermal, pressure, and other measurements is delivered in a 3D CAD model of the chamber's payload and support hardware. This GUI will provide the user with a better understanding of the payload than any existing thermal-vacuum system.

Scharfstein, Gregory↗

Modeling Auditory-Haptic Interface Cues from an Analog Multi-line Telephone

The Western Electric Company produced a multi-line telephone during the 1940s-1970s using a six-button interface design that provided robust tactile, haptic and auditory cues regarding the "state" of the communication system. This multi-line telephone was used as a model for a trade study comparison of two interfaces: a touchscreen interface (iPad)) versus a pressure-sensitive strain gauge button interface (Phidget USB interface controllers). The experiment and its results are detailed in the authors' AES 133rd convention paper " Multimodal Information Management: Evaluation of Auditory and Haptic Cues for NextGen Communication Dispays". This Engineering Brief describes how the interface logic, visual indications, and auditory cues of the original telephone were synthesized using MAX/MSP, including the logic for line selection, line hold, and priority line activation.

Begault, Durand R.↗

Space Operations Learning Center (SOLC) iPhone/iPad Application

This iPhone application, Space Junk Sammy, is intended to be an educational application designed for Apple iPhones and iPads. This new concept educates kids in an innovative way about how orbital debris affects space missions. Orbital debris is becoming a very significant concern for NASA and all Earthorbiting space missions. Spacecraft in low-Earth orbit are in constant danger of being potentially damaged or destroyed by debris. High-profile spacecraft such as the International Space Station (ISS) and Hubble Space Telescope are dealing with orbital debris on a regular basis. Other basic educational concepts that are portrayed are low-Earth orbits, satellites, ISS, attitude control, and other facts that can be presented in betweenlevel popup screens. The Orbital Debris Cleanup game is relatively simple from the user s technical standpoint. It is a 2D game where the user s avatar is a satellite buddy, named Sammy, in orbit around Earth. Sammy is controlled by the user with the device s gyroscope as well as touchscreen controls. It has equipment used for taking care of the space debris objects on the screen. Sammy also has a claw, a laser deflector, and hydrazine rockets to grab or push the debris objects into a higher orbit or into a lower orbit to burn up in the Earth s atmosphere. The user interface shows Sammy and space debris objects constantly moving from left to right, where Sammy is trying to catch the debris objects before they move off the right side of the screen. Everything will be in constant motion to increase fun and add to the realism of orbiting the Earth. The satellite buddy is used to clean up the space debris and protect other satellites. Later levels will include a laser deflector and hydrazine rockets instead of a robotic claw to push the orbital debris into a higher orbit and out of the path of other satellites

Binebrink, Daniel↗

Portable Simulator for On-Board International Space Station Emergency Training

The crew on-board the International Space Station (ISS) have to be prepared for any possible emergency. The emergencies of most concern are a fire, depressurization or a toxic atmosphere. The crew members train on the ground before launch but also need to practice their emergency response skills while they are on orbit for 6 months. On-Board Training (OBT) events for emergency response proficiency used to require the crew and ground teams to use paper "scripts" that showed the path through the emergency procedures. This was not very realistic since the participants could read ahead and never deviate from this scripted path. The new OBT emergency simulator allows the crew to view dynamic information on an iPad only when it would become available during an event. The simulator interface allows the crew member to indicate hatch closures, don and doff masks, read pressures, and sample smoke or atmosphere levels. As the crew executes their actions using the on-board simulator, the ground teams are able to monitor those actions via ground display data flowing through the ISS Ku Band communication system which syncs the on-board simulator software with a ground simulator which is accessible in all the control centers. The OBT Working Group (OBT WG), led by the Chief Training Office (CTO) at Johnson Space center is a Multilateral working group with partners in Russia, Japan, Germany and U.S.A. The OBTWG worked together to create a simulator based on these principles: (a) Create a dynamic simulation that gives real-time data feedback; (b) Maintain real-time interface between Mission Control Centers and crew during OBTs; (c) Provide flexibility for decision making during drill execution; (d) Materially reduce Instructor and Flight Control Team man-hour costs involved with developing, updating, and maintaining emergency OBT cases/scenarios; and (e) Introduce an element of surprise to emergency scenarios so the team can't tell the outcome of the case by reading ahead in a paper script. This paper details some of the background as the project evolved with the International Partners. It also provides more details on how the simulator information for the crew is also shared with the ground teams. Finally, the paper will discuss how this remote simulator concept can be useful for future, longer term space missions.

Bolt, Kathy↗

NASA Tech Briefs, February 2014

Topics include: JWST Integrated Simulation and Test (JIST) Core; Software for Non-Contact Measurement of an Individual's Heart Rate Using a Common Camera; Rapid Infrared Pixel Grating Response Testbed; Temperature Measurement and Stabilization in a Birefringent Whispering Gallery Resonator; JWST IV and V Simulation and Test (JIST) Solid State Recorder (SSR) Simulator; Development of a Precision Thermal Doubler for Deep Space; Improving Friction Stir Welds Using Laser Peening; Methodology of Evaluating Margins of Safety in Critical Brazed Joints; Interactive Inventory Monitoring; Sensor for Spatial Detection of Single-Event Effects in Semiconductor-Based Electronics; Reworked CCGA-624 Interconnect Package Reliability for Extreme Thermal Environments; Current-Controlled Output Driver for Directly Coupled Loads; Bulk Metallic Glasses and Matrix Composites as Spacecraft Shielding; Touch Temperature Coating for Electrical Equipment on Spacecraft; Li-Ion Electrolytes Containing Flame-Retardant Additives; Autonomous Robotic Manipulation (ARM); CARVE Log; Platform Perspective Toolkit; Convex Hull-Based Plume and Anomaly Detection; Pre-Filtration of GOSAT Data Using Only Level 1 Data and an Intelligent Filter to Remove Low Clouds; Affordability Comparison Tool - ACT; "Ascent - Commemorating Shuttle" for iPad; Cassini Mission App; Light-Weight Workflow Engine: A Server for Executing Generic Workflows; Model for System Engineering of the CheMin Instrument; Timeline Central Concepts; Parallel Particle Filter Toolkit; Particle Filter Simulation and Analysis Enabling Non-Traditional Navigation; Quasi-Terminator Orbits for Mapping Small Primitive Bodies; The Subgrid-Scale Scalar Variance Under Supercritical Pressure Conditions; Sliding Gait for ATHLETE Mobility; and Automated Generation of Adaptive Filter Using a Genetic Algorithm and Cyclic Rule Reduction.

Source record↗

Space Place Prime

Space Place Prime is public engagement and education software for use on iPad. It targets a multi-generational audience with news, images, videos, and educational articles from the Space Place Web site and other NASA sources. New content is downloaded daily (or whenever the user accesses the app) via the wireless connection. In addition to the Space Place Web site, several NASA RSS feeds are tapped to provide new content. Content is retained for the previous several days, or some number of editions of each feed. All content is controlled on the server side, so features about the latest news, or changes to any content, can be made without updating the app in the Apple Store. It gathers many popular NASA features into one app. The interface is a boundless, slidable- in-any-direction grid of images, unique for each feature, and iconized as image, video, or article. A tap opens the feature. An alternate list mode presents menus of images, videos, and articles separately. Favorites can be tagged for permanent archive. Face - book, Twitter, and e-mail connections make any feature shareable.

Fitzpatrick, Austin J.↗

Usability of Operational Performance Support Tools - Findings from Sea Test II

Sea Test II, aka NASA Extreme Environment Mission Operations 17(NEEMO 17) took place in the Florida Aquarius undersea habitat. This confined underwater environment provides a excellent analog for space habitation providing similarities to space habitation such as hostile environment, difficult logistics, autonomous operations, and remote communications. This study collected subjective feedback on the usability of two performance support tools during the Sea Test II mission, Sept 10‐14, 2013; Google Glass and iPAD. The two main objectives: - Assess the overall functionality and usability of each performance support tool in a mission analog environment. - Assess the advantages and disadvantages of each tool when performing operational procedures and Just‐In‐Time‐Training (JITT).

Byrne, Vicky↗

Rapid Assessment of Contrast Sensitivity with Mobile Touch-screens

The availability of low-cost high-quality touch-screen displays in modern mobile devices has created opportunities for new approaches to routine visual measurements. Here we describe a novel method in which subjects use a finger swipe to indicate the transition from visible to invisible on a grating which is swept in both contrast and frequency. Because a single image can be swiped in about a second, it is practical to use a series of images to zoom in on particular ranges of contrast or frequency, both to increase the accuracy of the measurements and to obtain an estimate of the reliability of the subject. Sensitivities to chromatic and spatio-temporal modulations are easily measured using the same method. We will demonstrate a prototype for Apple Computer's iPad-iPod-iPhone family of devices, implemented using an open-source scripting environment known as QuIP (QUick Image Processing,

mobile devices↗

The Evolution of On-Board Emergency Training for the International Space Station Crew

The crew of the International Space Station (ISS) receives extensive ground‐training in order to safely and effectively respond to any potential emergency event while on‐orbit, but few people realize that their training is not concluded when they launch into space. The evolution of the emergency On‐ Board Training events (OBTs) has recently moved from paper "scripts" to an intranet‐based software simulation that allows for the crew, as well as the flight control teams in Mission Control Centers across the world, to share in an improved and more realistic training event. This emergency OBT simulator ensures that the participants experience the training event as it unfolds, completely unaware of the type, location, or severity of the simulated emergency until the scenario begins. The crew interfaces with the simulation software via iPads that they keep with them as they translate through the ISS modules, receiving prompts and information as they proceed through the response. Personnel in the control centers bring up the simulation via an intranet browser at their console workstations, and can view additional telemetry signatures in simulated ground displays in order to assist the crew and communicate vital information to them as applicable. The Chief Training Officers and emergency instructors set the simulation in motion, choosing the type of emergency (rapid depressurization, fire, or toxic atmosphere) and specific initial conditions to emphasize the desired training objectives. Project development, testing, and implementation was a collaborative effort between ISS emergency instructors, Chief Training Officers, Flight Directors, and the Crew Office using commercial off the shelf (COTS) hardware along with simulation software created in‐house. Due to the success of the Emergency OBT simulator, the already‐developed software has been leveraged and repurposed to develop a new emulator used during fire response ground‐training to deliver data that the crew receives from the handheld Compound Specific Analyzer for Combustion Products (CSA‐CP). This CSA‐CP emulator makes use of a portion of codebase from the Emergency OBT simulator dealing with atmospheric contamination during fire scenarios, and feeds various data signatures to crew via an iPod Touch with a flight‐like CSA‐CP display. These innovative simulations, which make use of COTS hardware with custom in‐house software, have yielded drastic improvements to emergency training effectiveness and risk reduction for ISS crew and flight control teams during on‐orbit and ground training events.

LaBuff, Skyler↗

Wormhole: A Powerful Data Mashup

The mobile platform is quickly becoming the standard way that users interact with online resources. The iOS operating system allows iPhone and iPad users to seamlessly access highly interactive web applications that until recently were only available via a desktop or laptop. Wormhole is an AJAX application implemented as a smart web widget that allows users to easily supplement web pages with data directly from the Instrument Operations Subsystems division (IOS) at JPL. It creates an interactive mashup using a website's core content enhanced by dynamically retrieved image and metadata supplied by IOS using the webification API. Currently, this technology is limited in scope to NASA data; however, it can easily be augmented to serve many other needs. This web widget can be delivered in various ways, including as a bookmarklet. The underlying technology that powers Wormhole also has applications to other divisions while they are running current missions.

maship↗

ISS Habitability Data Collection and Preliminary Findings

Habitability is the relationship between an individual and their surroundings (i.e. the interplay of the person, machines, environment, and mission). The purpose of this study is to assess habitability and human factors on the ISS to better prepare for future long-duration space flights. Scheduled data collection sessions primarily require the use of iSHORT (iPad app) to capture near real-time habitability feedback and analyze vehicle layout and space utilization.

Thaxton, Sherry↗

Biosensor Integration Development ExMC/Canadian Space Agency Collaboration

In support of the NASA Human Research Program Exploration Medical Capability (ExMC) Element, NASA Ames Research Center (ARC) established a collaborative effort with the Canadian Space Agency (CSA). The collaboration focuses on leveraging CSA capability in the areas of biosensors and decision support that will augment future development of such components for Exploration Missions. The CSA advancement of biosensors enables NASA to focus on the integration and data management associated with these types of components through the system currently under development by the Medical Data Architecture (MDA) project. This approach has enabled the establishment of a successful collaborative working relationship between ExMC and CSA.Applying lessons learned from the fiscal year 2016 (FY16) Human Exploration Research Analog (HERA) campaign, CSA and NASA ARC developed a solution to provide real-time feedback to researchers who monitor the collection of vital signs data from a wearable Astroskin garment. The advances in the interfaces included the development of an iPad application (by CSA) to wirelessly forward the vital signs data to the MDA system, which collected the vital signs data through a receiver developed by NASA ARC. The development of these interfaces aims to provide communications between the Astroskin and the MDA system such that data may be seamlessly collected, stored and retrieved by the MDA. The first steps towards this goal were demonstrated in FY16. In FY17, ExMC will complete the first in a series of test beds that establishes a system to automate collection and management of vital sign data from the Astroskin, and other sources of data, to provide information for a crewmember to make medical decisions. In addition, the MDA Test Bed 1 will enable CSA to evaluate and optimize biosensor advancement and facilitate decision support algorithm development.

Vital signs↗

Biosensor Integration Development ExMC/Canadian Space Agency Collaboration

In support of the NASA Human Research Program Exploration Medical Capability (ExMC) Element, NASA Ames Research Center (ARC) established a collaborative effort with the Canadian Space Agency (CSA). The collaboration focuses on leveraging CSA capability in the areas of biosensors and decision support that will augment future development of such components for Exploration Missions. The CSA advancement of biosensors enables NASA to focus on the integration and data management associated with these types of components through the system currently under development by the Medical Data Architecture (MDA) project. This approach has enabled the establishment of a successful collaborative working relationship between ExMC and CSA.Applying lessons learned from the fiscal year 2016 (FY16) Human Exploration Research Analog (HERA) campaign, CSA and NASA ARC developed a solution to provide real-time feedback to researchers who monitor the collection of vital signs data from a wearable Astroskin garment. The advances in the interfaces included the development of an iPad application (by CSA) to wirelessly forward the vital signs data to the MDA system, which collected the vital signs data through a receiver developed by NASA ARC. The development of these interfaces aims to provide communications between the Astroskin and the MDA system such that data may be seamlessly collected, stored and retrieved by the MDA. The first steps towards this goal were demonstrated in FY16. In FY17, ExMC will complete the first in a series of test beds that establishes a system to automate collection and management of vital sign data from the Astroskin, and other sources of data, to provide information for a crewmember to make medical decisions. In addition, the MDA Test Bed 1 will enable CSA to evaluate and optimize biosensor advancement and facilitate decision support algorithm development.

Astroskin↗

TPSAS-NF1676L-16422-DND

The Nowcast of Atmospheric Ionizing Radiation for Aviation Safety (NAIRAS) is a prototype operational model for predicting aircraft radiation exposure from galactic and solar cosmic rays. NAIRAS predictions are currently streaming live from the project's public website, and the exposure rate nowcast is also available on the SpaceWx smartphone app for iPhone, IPad, and Android. Cosmic rays are the primary source of human exposure to high linear energy transfer radiation at aircraft altitudes, which increases the risk of cancer and other adverse health effects. Results from recent NAIRAS model updates and new data products are presented. In addition, current and ongoing radiation measurement campaigns and verification and validation efforts are discussed.

Christopher J Mertens↗

The Cognition and Fine Motor Skills Test Batteries: Normative Data and Interdependencies

Space mission success and safety relies upon astronaut functional state. Since spaceflight stressors affect cognitive processing and fine motor skills, NASA requires that measures of performance of these things remain within clinically accepted values (NASA STD 3001). NASA is in the process of developing two test batteries for the assessment of crew cognitive and fine motor skills before, during and after spaceflight. Toward that goal, the current project collected normative scores in 91 “astronaut-like” military and civilian pilots. The Cognition Test Battery (CTB) contains ten sub-tests that measure a range of cognitive abilities. For five of the ten CTB sub-tests, we propose scores to improve the battery’s sensitivity. Among the ten sub-tests, response times were more highly correlated than accuracy scores. Principle component analysis of the correlations revealed that the first response time factor could explain over 40% of the total variance and appeared to represent the tendency of observers to try to respond more quickly. The first accuracy factor (explaining only 20%) gave a high weight to the higher level cognitive sub-tests and a negative weight to tasks associated with motor and lower level cognitive processing. The Fine Motor Skills (FMS) test battery contains four sub-tests (Tracking, Pointing, Tracing, Rotating) performed on an Apple iPad tablet computer. Principle component analysis on the sub-test response time correlations revealed that the first two factors accounted for ~80% of the variance in performance. The first component captured overall speed on all four of the sub-tests. The second factor separated the sub-tasks into two groups (Drag-Point vs Trace-Rotate). Previous work found the first group response times correlated with that of a standard peg board task, while those of the other group did not. Correlations were computed between the first FMS factor and the response time and accuracy scores from each CTB sub-task. Performing fine motor behaviors rapidly was significantly correlated with the ability to perform many of the CTB sub-tests rapidly. This ability cannot be simple motor speed since scores on the Psychomotor Vigilance Test (PVT) subtask did not correlate with the ability to perform the other tasks rapidly. Speed on fine motor skills correlated significantly with accuracy on the short-term-memory sub-test. We hypothesize that eye movements, which can be regarded as a fine motor skill, may explain this relationship.

cognition↗

Caffeine Consumption Aboard the International Space Station

INTRODUCTION: Caffeine is the most widely used performance-enhancing drug on Earth and astronaut crews have access to liquid coffee. While caffeine is a potent countermeasure to improve alertness and performance, it can also interfere with sleep. This can lead to performance deficits on the following day, driving a cycle of caffeine use to counter the effects of caffeine-induced sleep disruption. Caffeine availability may be limited during future Artemis and/or Mars missions. Accordingly, it is important that we 1) determine the prevalence of caffeine use among astronauts, 2) characterize the impact of caffeine on performance, and 3) characterize the impact of caffeine on sleep. Our aim in this study is to describe the use of caffeine aboard the ISS and begin to examine the relationship between caffeine use and sleep and performance outcomes. METHODS: Daily caffeine consumption was determined from food and beverage intake tracking for 25 astronauts on 6 month International Space Station (ISS) missions. Data were recorded using the ISS Food Intake Tracker iPad App or other detailed recording technique. On average, crew recorded dietary intake on 179.7±68.6 (mean±SD) days inflight. RESULTS: Astronauts consumed 97±92 mg caffeine per day. All astronauts (25/25) in this study consumed caffeine at some point during flight, though the frequency, amounts, and regularity differed across crewmembers. Approximately a quarter of crewmembers were regular caffeine consumers (6/25), i.e., they ingested at least 90 mg caffeine (equivalent to one cup of coffee) on 90% of inflight days.

fatigue↗