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At least 91 records · Page 5

Identification and characterization of extraterrestrial non-chondritic interplanetary dust

Interplanetary dust particles (IDPs) are among the most pristine and primitive extraterrestrial materials available for direct study. Most of the stratospheric particles selected for study from the JSC Curatorial Collection were chondritic in composition (major element abundances within a factor of two of chondritic meteorites) because this composition virtually ensures that the particle is from an extraterrestrial source. It is likely that some of the most interesting classes of IDP's have not been recognized simply because they are not chondritic or do not fit established criteria for extraterrestrial origin. Indeed, mass spectroscopy data from the Giotto Flyby of comet Halley indicate that a substantial fraction of the dust is in the submicron size range and that a majority of these particles contain C, H, O, and/or N as major elements. The preponderance of CHON particles in the coma of Halley implies that similar particles may exist in the JSC stratospheric dust collection. However, the JSC collection also contains a variety of stratospheric contaminants from terrestrial sources which have these same characteristics. Because established criteria for extraterrestrial origin may not apply to such particles in individual cases, and integrated approach is required in which a variety of analysis techniques are applied to the same particle. Non-chondritic IDP's, like their chondritic counterparts, can be used to elucidate pre- and early solar system processes and conditions. The study of non-chondritic IDP's may additionally yield unique information which bears on the nature of cometary bodies and the processing of carbonaceous and other low atomic number materials. A suite of complementary techniques, including Low Voltage Scanning Electron Microscopy (LVSEM), Energy-Dispersive X-ray Microanalysis (EDX), Secondary Ion Mass Spectrometry (SIMS) isotope-ratio imaging and Analytical Electron Microscopy (AEM), were utilized to accomplish the following two objectives: (1) to develop criteria for the unequivocal identification of extraterrestrial non-chondritic IDP's; and (2) to infer IDP parent body, solar nebula, and pre-solar conditions through the study of phases, textures, and components contained within non-chondritic IDP's. The general approach taken is designed to maximize the total information obtained from each particle. Techniques will be applied in order from least destructive to most destructive.

Blake, D. F.↗

Hybrid Reality Lab Capabilities - Video 2

Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

Delgado, Francisco J.↗

Pre-Mission Input Requirements to Enable Successful Sample Collection by A Remote Field/EVA Team

The FINESSE (Field Investigations to Enable Solar System Science and Exploration) team, part of the Solar System Exploration Virtual Institute (SSERVI), is a field-based research program aimed at generating strategic knowledge in preparation for human and robotic exploration of the Moon, near-Earth asteroids, Phobos and Deimos, and beyond. In contract to other technology-driven NASA analog studies, The FINESSE WCIS activity is science-focused and, moreover, is sampling-focused with the explicit intent to return the best samples for geochronology studies in the laboratory. We used the FINESSE field excursion to the West Clearwater Lake Impact structure (WCIS) as an opportunity to test factors related to sampling decisions. We examined the in situ sample characterization and real-time decision-making process of the astronauts, with a guiding hypothesis that pre-mission training that included detailed background information on the analytical fate of a sample would better enable future astronauts to select samples that would best meet science requirements. We conducted three tests of this hypothesis over several days in the field. Our investigation was designed to document processes, tools and procedures for crew sampling of planetary targets. This was not meant to be a blind, controlled test of crew efficacy, but rather an effort to explicitly recognize the relevant variables that enter into sampling protocol and to be able to develop recommendations for crew and backroom training in future endeavors.

FINESSE↗

An Analysis of Extended Reality Mockups for Use in Verification: Phase 2

NASA commercial providers are increasing their use of Virtual Reality (VR) and Hybrid Reality (HR) technologies in their system development process. The use of these technologies, collectively referred to as Extended Reality (XR) technologies, has been limited to the development phase, but there have been requests to integrate VR and HR mockups into verifications. Verifications require, at minimum, a high-fidelity mockup for activities involving human participation (tests, demonstrations, inspections). HR technology shares many of the strengths but may not share some of the critical shortcomings of VR. Specifically, HR allows for integrating physical objects, such as a suit, which may be critical to evaluating a system. Adopting HR technology still has many of the same challenges as VR. Namely, there is little to no data about the validity of evaluations conducted with HR mockups, an established process, or criteria for evaluating the appropriateness of HR mockups. Because verifications are final and only need to happen once, HR mockups must be adequately vetted before being approved for use in verifications. Further hindering the adoption of these technologies is the lack of consensus on what constitutes a high-fidelity XR mockup. Even for physical mockups, there are guidelines and common criteria, but nothing has been formalized. Discussion about when an XR mockup can be used would be greatly helped by clearly defining what a high-fidelity XR mockup is and how it might be measured. The team will engage with relevant stakeholders to learn more about the benefits and challenges of adopting hybrid reality mockups for verification. The team will build upon work from Phase 1 by maturing a framework to guide decisions for evaluating XR mockups for use in verifications. The team will also conduct experimental studies to evaluate advantages and tradeoffs of hybrid/mixed reality relative to physical and virtual reality mockups. Finally, data from Phase 1 and Phase 2 will be synthesized into a set of best practices for developing and validating XR mockups for verification. We will highlight the work conducted to date in Phase 2. We will present the status of the XR for Verification Framework, a summary of best practices identified thus far, and give a synopsis of future work.

verification testing↗

Factors Controlling the Properties of Multi-Phase Arctic Stratocumulus Clouds

The 2004 Multi-Phase Arctic Cloud Experiment (M-PACE) IOP at the ARM NSA site focused on measuring the properties of autumn transition-season arctic stratus and the environmental conditions controlling them, including concentrations of heterogeneous ice nuclei. Our work aims to use a large-eddy simulation (LES) code with embedded size-resolved aerosol and cloud microphysics to identify factors controlling multi-phase arctic stratus. Our preliminary simulations of autumn transition-season clouds observed during the 1994 Beaufort and Arctic Seas Experiment (BASE) indicated that low concentrations of ice nuclei, which were not measured, may have significantly lowered liquid water content and thereby stabilized cloud evolution. However, cloud drop concentrations appeared to be virtually immune to changes in liquid water content, indicating an active Bergeron process with little effect of collection on drop number concentration. We will compare these results with preliminary simulations from October 8-13 during MPACE. The sensitivity of cloud properties to uncertainty in other factors, such as large-scale forcings and aerosol profiles, will also be investigated. Based on the LES simulations with M-PACE data, preliminary results from the NASA GlSS single-column model (SCM) will be used to examine the sensitivity of predicted cloud properties to changing cloud drop number concentrations for multi-phase arctic clouds. Present parametrizations assumed fixed cloud droplet number concentrations and these will be modified using M-PACE data.

Fridlind, Ann↗

Implicit Formulation of Muscle Dynamics in OpenSim

Astronauts lose bone and muscle mass during spaceflight. Exercise countermeasure is the primary method for counteracting bone and muscle mass loss in space. New spacecraft exercise device concepts are currently being developed for the NASAs new crew exploration vehicle. The NASA Digital Astronaut Project (DAP) uses computational modeling to help determine if the new exercise devices will be effective as countermeasures. The NASA Digital Astronaut Project is developing the ability to utilize predictive simulation to provide insight into the change in kinematics and kinetics with a change in device and gravitational environment (1-g versus 0-g). For example, in space exercise the subject's body weight is applied in addition to the loads prescribed for musculoskeletal maintenance. How and where these loads are applied obviously directly impacts bone and tissue loads. Additionally, due to space vehicle structural requirements, exercise devices are often placed on vibration isolation systems. This changes the apparent impedance or stiffness of the device as seen by the user. Data collection under these conditions is often impractical and limited. Predictive modeling provides a means to have a virtual subject to test hypotheses. Predictive simulation provides a virtual subject for which we are able to perform studies such as sensitivity to device loading and vibration isolation without the need for laboratory kinematic or kinetic test data.Direct Collocation optimization provides an efficient means to perform task based optimization and predictive modeling. It is relatively straight forward to structure a physical exercise task in a Direct Collocation mathematical formulation: perform a motion such that you start at an initial pose, achieve a given amount of deflection i.e a squat, return to the initial pose, and minimize muscle activation cost. Direct Collocation is advantageous in that it does not require numerical integration to evaluate the objective function. Instead, the system dynamics are transformed to discrete time and the optimizer is constrained such that the solution is not considered to be a valid unless the dynamic equations are satisfied at all time points. The simulation and optimization are effectively done simultaneously. Due to the implicit integration, time steps can be more coarse than in a differential equation solver. In a gait scenario this means that that the model constraints and cost function are evaluated at 100 nodes in the gait cycle versus 10,000 integration steps in a variable-step forward dynamic simulation. Furthermore, no time is wasted on accurate simulations of movements that are far from the optimum. Constrained optimization algorithms require a Jacobian matrix that contains the partial derivatives of each of the dynamic constraints with respect to of each of the state and control variables at all time points. This is a large but sparse matrix. An implicit dynamics formulation requires computation of the dynamic residuals f as a function of the states x and their derivatives, and controls u:f(x, dxdt, u) 0If the dynamics of musculoskeletal system are formulated implicitly, the Jacobian elements are often available analytically, eliminating the need for numerical differentiation; this is obviously computationally advantageous. Additionally, implicit formulation of musculoskeletal dynamics do not suffer from singularities from low mass bodies, zero muscle activation, or other stiff system or

physical exercise↗

The Radio Fundamental Catalogue. I. Astrometry

We present the all-sky catalogue of absolute positions and estimates of correlated flux density of 21,942 compact radio sources determined from processing interferometric visibility data of virtually all VLBI observing sessions at 2 to 23~GHz from 72 programs suitable for absolute astrometry collected for 30 years. We used a novel technique of generation of a dataset of fused observables that allowed us to incorporate all available data in our analysis. The catalogue is the most complete and most precise to date. It forms the foundation and reference for positional astronomy, space geodesy, space navigation, population analysis of active galactic nuclei (AGNs), and provides calibrators for phase-referencing for differential astrometry and VLBI astrophysical observations. Its accuracy was evaluated through a detailed accounting systematic errors, rigorous decimation tests, comparison of different datasets, and comparison with other catalogues. The catalogue samples preferentially the AGNs with a strong contemporary parsec-scale synchrotron emission. Its milliarcsecond level positional accuracy allows association of these AGNs with detections in a wide range of the electromagnetic spectrum from low-frequency radio to gamma-rays and high energy neutrinos. We describe the innovative data processing and calibration technique in full detail, report the in depth analysis of random and systematic positional errors, and provide the list of associations with large surveys at different wavelengths.

Astronomy↗

An interactive preprocessor for the NASA engine performance program

The Simplified NEPP Automated Preprocessor (SNAP), which is written to aid in the preparation of input data files for the NASA Engine Performance Program (NEPP), is described. Specifically, SNAP is a software package on the Virtual Machine operating system that prompts the NEPP user for input information via a series of menus. The data collected from these menus are assimilated into an input file suitable for the running of NEPP. SNAP acts as a user-friendly preprocessing interface for NEPP. This serves as an introduction to the SNAP software, a user's manual, a description of the program logic, and a maintenance manual for future modifications to the software.

Berton, Jeffrey J.↗

Developing Collective Training for Small Unmanned Aerial Systems Employment

The projected use of small unmanned aerial systems (SUAS) in military operations will produce training requirements which go beyond current capabilities. The paper describes the development of prototype training procedures and accompanying research simulations to address this need. We initially constructed a testbed to develop simulation-based training for an SUAS operator equipped with a simulated vertical-lift and land SUAS. However, the required training will go beyond merely training an operator how to pilot an SUAS. In addition to tactics, techniques, and procedures for employment of SUASs, collective training methods must be trained. Moreover, the leader of a unit equipped with SUAS will need to learn how to plan missions which incorporate the SUAS, and take into account air space and frequency management considerations. The demands of the task require the leader to allocate personnel to the SUAS mission, communicate and coordinate with those personnel during the mission, and make use of the information provided. To help address these training issues, we expanded our research testbed to include a command and control node (C2 node), to enable communications between a leader and the SUAS operator. In addition, we added a virtual environment in which dismounted infantry missions can be conducted. This virtual environment provides the opportunity for interactions among human-controlled avatars and non-player characters (NPCs), plus authoring tools to construct scenarios. Using these NPCs, a collective exercise involving friendly, enemy, and civilian personnel can be conducted without the need for a human role-player for every entity. We will describe the results of our first experiment, which examined the ability of players to negotiate use of the C2 node and the virtual environment at the same time, in order to see if this is a feasible combination of tools for training development.

Durlach, Paula J.↗

Relationship between the blue response and open-circuit voltage of high performance silicon solar cells

The relationship between the response at blue wavelengths and the open-circuit voltage of high performance silicon solar cells with a virtually 'transparent' emitter is analyzed. It is shown that a one-dimensional cell model cannot simultaneously model the optical collection properties and operating characteristics of such cells. The analysis highlights the importance of surface conditions and shows that previous conclusions regarding bounds on Auger coefficients imposed by correlating these parameters must be treated with caution.

Green, M. A.↗

Applying Space Technology to Enhance Control of an Artificial Arm for Children and Adults With Amputations

The first single function myoelectric prosthetic hand was introduced in the 1960's. This hand was controlled by the electric fields generated by muscle contractions in the residual limb of the amputee user. Electrodes and amplifiers, embedded in the prosthetic socket, measured these electric fields across the skin, which increase in amplitude as the individual contracts their muscle. When the myoelectric signal reached a certain threshold amplitude, the control unit activated a motor which opened or closed a hand-like prosthetic terminal device with a pincher grip. Late in the 1990's, little has changed. Most current myoelectric prostheses still operate in this same, single-function way. To better understand the limitations of the current single-function myoelectric hand and the needs of those who use them, The Institute for Rehabilitation and Research (TIRR), sponsored by the National Institutes of Health (NUH), surveyed approximately 2,500 individuals with upper limb loss [1]. When asked to identify specific features of their current myoelectric prostheses that needed improvement, the survey respondents overwhelmingly identified the lack of wrist and finger movement, as well as poor control capability. However, simply building a mechanism with individual finger and wrist motion is not enough. In the 1960's and 1970's, engineers built a number of more dexterous prosthetic hands. Unfortunately, these were rejected during clinical trials due to a difficult and distracting control interface. The goal of this project, "Applying Space Technology to Enhance Control of an Artificial Arm for Children and Adults with Amputations," was to lay the foundation for a multi-function, intuitive myoelectric control system which requires no conscious thought to move the hand. We built an extensive myoelectric signal database for six motions from ten amputee volunteers, We also tested a control system based on new artificial intelligence techniques on the data from two of these subjects. This data is available to anyone doing myoelectric control research. Its availability is an important contribution to the prosthetics research community, as many researchers do not have access to amputee subjects. Since we collected myoelectric data from subjects' sound arms as well as their residual arms, this database will also prove useful to virtual reality and robotics researchers who want to explore myoelectric-based interfaces between any user and a machine. Currently, one small company (Intelligenta, Inc.) and one university (University of New Brunswick, Canada) are using this myoelectric database under other funding to develop multifunction control systems for prostheses. A prosthetics manufacturer (Liberty Technology, Inc.) is making plans to incorporate the results of their work into an artificial hand capable of several different movements to provide functionality only dreamed of by current myoelectric users. Methods Six adults and four children, all with unilateral, below-elbow amputations served as subjects. Five of the adults (3 male, 2 female, average age 34 years) had amputations due to traumatic injury, while one adult (female, age 32 years) and the four children (3 male, 1 female, average age 13 years) had congenital (i.e. from birth) limb deficiencies.

Atkins, Diane J.↗

Climate Analytics as a Service

Climate science is a big data domain that is experiencing unprecedented growth. In our efforts to address the big data challenges of climate science, we are moving toward a notion of Climate Analytics-as-a-Service (CAaaS). CAaaS combines high-performance computing and data-proximal analytics with scalable data management, cloud computing virtualization, the notion of adaptive analytics, and a domain-harmonized API to improve the accessibility and usability of large collections of climate data. MERRA Analytic Services (MERRA/AS) provides an example of CAaaS. MERRA/AS enables MapReduce analytics over NASA's Modern-Era Retrospective Analysis for Research and Applications (MERRA) data collection. The MERRA reanalysis integrates observational data with numerical models to produce a global temporally and spatially consistent synthesis of key climate variables. The effectiveness of MERRA/AS has been demonstrated in several applications. In our experience, CAaaS is providing the agility required to meet our customers' increasing and changing data management and data analysis needs.

big data↗

Liquid sheet radiator apparatus

An external flow, liquid sheet radiator apparatus adapted for space applications has as its radiating surface a thin stable liquid sheet formed by fluid flow through a very narrow slit affixed to the sheet generator. As a result of surface tension forces, the sheet has a triangular shape and is collected into a simply designed collector positioned at the apex of the triangle. The specific power for the liquid sheet is virtually the same as the droplet sheet specific power.

Chubb, Donald L.↗

Separation of Main and Tail Rotor Noise Sources from Ground-Based Acoustic Measurements Using Time-Domain De-Dopplerization

A new method of separating the contributions of helicopter main and tail rotor noise sources is presented, making use of ground-based acoustic measurements. The method employs time-domain de-Dopplerization to transform the acoustic pressure time-history data collected from an array of ground-based microphones to the equivalent time-history signals observed by an array of virtual inflight microphones traveling with the helicopter. The now-stationary signals observed by the virtual microphones are then periodically averaged with the main and tail rotor once per revolution triggers. The averaging process suppresses noise which is not periodic with the respective rotor, allowing for the separation of main and tail rotor pressure time-histories. The averaged measurements are then interpolated across the range of directivity angles captured by the microphone array in order to generate separate acoustic hemispheres for the main and tail rotor noise sources. The new method is successfully applied to ground-based microphone measurements of a Bell 206B3 helicopter and demonstrates the strong directivity characteristics of harmonic noise radiation from both the main and tail rotors of that helicopter.

Greenwood, Eric II↗

Hydrogen and carbon isotopic composition of volatiles in Nakhla: Implications for weathering on Mars

Gases were collected at 120, 200, 300, 415, and 600 and 850 C. Hydrogen yields for the 600 and 850 C aliquots were measured separately and then the gases were combined for isotopic analysis. CO2 samples collected at the two lowest temperature steps amounted to less than 0.5 mu mole and were not analyzed isotopically. Excluding the 120 C temperature step, the bulk delta D of the sample was + 187 percent. Delta D values increase from -91 percent in the 120 C step to +518 percent in the 315 to 850 C step. The hydrogen content is greatest in the 120 C step and is roughly constant in the 200, 300, and 415 C aliquots. Between 415 C and 850 C, the yield drops off considerably. From 850 C to 950 C, virtually no H2 and only minor CO2 (less than 1 mu mole) were extracted. Using the isotopic analysis from the 300, 415, 600, and 850 C temperature collections, the bulk delta C-13 sub (PDB) is 0.0 percent. The heaviest component (delta C-13 sub (PDB) of +29 percent) was collected between 300 and 415 C. The release of hydrogen at the low temperatures reported here is consistent with the breakdown of the phases that constitute the alteration product between approx. 250 and 650 C. Although not as high as the present Martian atmosphere, the high delta D values are consistent with a Martian origin for the meteorites in question.

Watson, L. L.↗

Design strategies and functionality of the Visual Interface for Virtual Interaction Development (VIVID) tool

Development of interactive virtual environments (VE) has typically consisted of three primary activities: model (object) development, model relationship tree development, and environment behavior definition and coding. The model and relationship tree development activities are accomplished with a variety of well-established graphic library (GL) based programs - most utilizing graphical user interfaces (GUI) with point-and-click interactions. Because of this GUI format, little programming expertise on the part of the developer is necessary to create the 3D graphical models or to establish interrelationships between the models. However, the third VE development activity, environment behavior definition and coding, has generally required the greatest amount of time and programmer expertise. Behaviors, characteristics, and interactions between objects and the user within a VE must be defined via command line C coding prior to rendering the environment scenes. In an effort to simplify this environment behavior definition phase for non-programmers, and to provide easy access to model and tree tools, a graphical interface and development tool has been created. The principal thrust of this research is to effect rapid development and prototyping of virtual environments. This presentation will discuss the 'Visual Interface for Virtual Interaction Development' (VIVID) tool; an X-Windows based system employing drop-down menus for user selection of program access, models, and trees, behavior editing, and code generation. Examples of these selection will be highlighted in this presentation, as will the currently available program interfaces. The functionality of this tool allows non-programming users access to all facets of VE development while providing experienced programmers with a collection of pre-coded behaviors. In conjunction with its existing, interfaces and predefined suite of behaviors, future development plans for VIVID will be described. These include incorporation of dual user virtual environment enhancements, tool expansion, and additional behaviors.

Nguyen, Lac↗