Engineering Papers⌕ Search

SEARCH · Engineering Papers

Results for “Integrated Operations”

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 901 records · Page 50

Cryogenics Testbed Laboratory Flange Baseline Configuration

As an intern at Kennedy Space Center (KSC), I was involved in research for the Fluids and Propulsion Division of the NASA Engineering (NE) Directorate. I was immersed in the Integrated Ground Operations Demonstration Units (IGODU) project for the majority of my time at KSC, primarily with the Ground Operations Demonstration Unit Liquid Oxygen (GODU L02) branch of IGODU. This project was established to develop advancements in cryogenic systems as a part of KSC's Advanced Exploration Systems (AES) program. The vision of AES is to develop new approaches for human exploration, and operations in and beyond low Earth orbit. Advanced cryogenic systems are crucial to minimize the consumable losses of cryogenic propellants, develop higher performance launch vehicles, and decrease operations cost for future launch programs. During my internship, I conducted a flange torque tracking study that established a baseline configuration for the flanges in the Simulated Propellant Loading System (SPLS) at the KSC Cryogenics Test Laboratory (CTL) - the testing environment for GODU L02.

Acuna, Marie Lei Ysabel D.↗

Kinect Engineering with Learning (KEWL)

According to a Nielsen survey at the time of this reporting, 41% of all households have a game console. This is one market in which NASA has been absent from education and outreach efforts. Kinect Engineering with Learning (KEWL) is made to enter into that market and bring NASA education and outreach to a very familiar venue. KEWL creates an education and outreach experience that is more participatory, both in a school and museum environment. KEWL is a set of applications that runs on an Xbox 360 using the Kinect controller used for education and outreach. These applications currently include: Train R2, a visual simulation of Robonaut 2 that allows students to control a virtual R2 in a game environment; Drive R2, an interface using the Xbox 360 and Kinect controller that allows students to control the real R2 using the methods they learned playing Train R2; ISS experience, a visual tour of the interior of the International Space Station where students use their body to fly through the virtual ISS; Gravity Ball, a simulation of throwing balls in the gravity of different planets; Solar Array repair, a simulation of the simplified STS-121 solar array repair mission; and PlaySpace, a Mars/Moon application that allows students to experience different aspects of Mars/Moon. Users can "fly through" the ISS using their body, allowing an experience similar to what an astronaut would have on orbit. In PlaySpace, users can fly over the surface of Mars and view surface data obtained by Mars rovers. Users of Train R2 and Drive R2 can experience what it is like to control a robot over a distance with a time delay, simulating the time delay that would occur between ground control and an on-orbit robot. The initial ISS experiences were built using parts of code from the NASA Enigma software. The models used in these experiences were also from the Integrated Graphics Operations and Analysis Lab model database. The PlaySpace experience incorporates surface data obtained from NASA rovers and satellites and was built by NASA JPL.

Goza, Sharon↗

Low-Cost, Class D Testing of Spacecraft Photovoltaic Systems Can Reduce Risk

The end-to-end verification of a spacecraft photovoltaic power generation system requires light! Specifically, the standard practice for doing so is the Large Area Pulsed Solar Simulation (LAPSS). A LAPSS test can characterize a photovoltaic system's efficiency via its response to rapidly applied impulses of simulated sunlight. However, a Class D program on a constrained budget and schedule may not have the resources to ship an entire satellite for a LAPSS test alone. Such was the case with the Lunar Atmospheric and Dust Environment Explorer (LADEE) program, which was also averse to the risk of hardware damage during shipment. When the Electrical Power System (EPS) team was denied a spacecraft-level LAPSS test, the lack of an end-to-end power generation test elevated to a project-level technical risk. The team pulled together very limited resources to not only eliminate the risk, but build a process to monitor the health of the system through mission operations. We discuss a process for performing a low-cost, end-to-end test of the LADEE photovoltaic system. The approach combines system-level functional test, panel-level performance results, and periodic inspection (and repair) up until launch. Following launch, mission operations tools are utilized to assess system performance based on a scant amount of data. The process starts in manufacturing at the subcontractor. The panel manufacturer provides functional test and LAPSS data on each individual panel. We apply an initial assumption that the per-panel performance is sufficient to meet the power generation requirements. The manufacturer's data is also carried as the performance allocation for each panel during EPS system modeling and initial mission operations. During integration and test, a high-power, professional theater lamp system provides simulated sunlight to each panel on the spacecraft, thereby permitting a true end-to-end system test. A passing test results in a step response to nearly full-rated current at the appropriate solar array switch in the power system. A metal-halide bulb, infrared imagers, and onboard spacecraft measurements are utilized to minimize risk of thermal damage during test. Data is provided to support test results for both passing and marginal panels. Prior to encapsulation in the launch vehicle, each panel is inspected for damage by the panel manufacturer. Cracked cells or other damage is amended on-site. Because the photovoltaic test system is inexpensive and portable, each repaired panel can be re-verified immediately. Post-launch, the photovoltaic system is again characterized for per-panel deviations from the manufacturer's performance test. This proved especially tricky as the LADEE spacecraft performs only one current measurement on the entire array. The algorithm for Matlab tools to assess panel performance based on spacecraft attitude is discussed. While not as precise and comprehensive as LAPSS, the LADEE approach leverages minimal resources into an ongoing assessment program that can be applied through numerous stages of the mission. The project takes a true Class D approach in assessing the technical value of a spacecraft level performance test versus the programmatic risk of shipping the spacecraft to another facility. The resources required are a fraction of that for a LAPSS test, and is easy to repeat. Further, the test equipment can be handed down to future projects without building an on-site facility.

photovoltaic↗

Software Engineering for Human Spaceflight

The Spacecraft Software Engineering Branch of NASA Johnson Space Center (JSC) provides world‐class products, leadership, and technical expertise in software engineering, processes, technology, and systems management for human spaceflight. The branch contributes to major NASA programs (e.g. ISS, MPCV/Orion) with in‐house software development and prime contractor oversight, and maintains the JSC Engineering Directorate CMMI rating for flight software development. Software engineering teams work with hardware developers, mission planners, and system operators to integrate flight vehicles, habitats, robotics, and other spacecraft elements. They seek to infuse automation and autonomy into missions, and apply new technologies to flight processor and computational architectures. This presentation will provide an overview of key software‐related projects, software methodologies and tools, and technology pursuits of interest to the JSC Spacecraft Software Engineering Branch.

Fredrickson, Steven E.↗

Micro-Spec: An Ultra-Compact, High-Sensitivity Spectrometer for Far-Infrared and Sub-Millimeter Astronomy

High-performance, integrated spectrometers operating in the far-infrared and sub-millimeter promise to be powerful tools for the exploration of the epochs of reionization and initial galaxy formation. These devices, using high-efficiency superconducting transmission lines, can achieve the performance of a meter-scale grating spectrometer in an instrument implemented on a four-inch silicon wafer. Such a device, when combined with a cryogenic telescope in space, provides an enabling capability for studies of the early universe. Here, the optical design process for Micro-Spec (mu-Spec) is presented, with particular attention given to its two-dimensional diffractive region, where the light of different wavelengths is focused on the different detectors. The method is based on the stigmatization and minimization of the light path function in this bounded region, which results in an optimized geometrical configuration. A point design with an efficiency of approx. 90% has been developed for initial demonstration, and can serve as the basis for future instruments. Design variations on this implementation are also discussed, which can lead to lower efficiencies due to diffractive losses in the multimode region.

spectroscopic instrumentation↗

Unit Testing and Remote Display Development

The Kennedy Space Center is currently undergoing an extremely interesting transitional phase. The final Space Shuttle mission, STS-135, was completed in July of 2011. NASA is now approaching a new era of space exploration. The development of the Orion Multi- Purpose Crew Vehicle (MPCV) and the Space Launch System (SLS) launch vehicle that will launch the Orion are currently in progress. An important part of this transition involves replacing the Launch Processing System (LPS) which was previously used to process and launch Space Shuttles and their associated hardware. NASA is creating the Spaceport Command and Control System (SCCS) to replace the LPS. The SCCS will be much simpler to maintain and improve during the lifetime of the spaceflight program that it will support. The Launch Control System (LCS) is a portion of the SCCS that will be responsible for launching the rockets and spacecraft. The Integrated Launch Operations Applications (ILOA) group of SCCS is responsible for creating displays and scripts, both remote and local, that will be used to monitor and control hardware and systems needed to launch a spacecraft. It is crucial that the software contained within be thoroughly tested to ensure that it functions as intended. Unit tests must be written in Application Control Language (ACL), the scripting language used by LCS. These unit tests must ensure complete code coverage to safely guarantee there are no bugs or any kind of issue with the software.

LCS↗

Simscape Modeling Verification in the Simulink Development Environment

The purpose of the Simulation Product Group of the Control and Data Systems division of the NASA Engineering branch at Kennedy Space Center is to provide a realtime model and simulation of the Ground Subsystems participating in vehicle launching activities. The simulation software is part of the Spaceport Command and Control System (SCCS) and is designed to support integrated launch operation software verification, and console operator training. Using Mathworks Simulink tools, modeling engineers currently build models from the custom-built blocks to accurately represent ground hardware. This is time consuming and costly due to required rigorous testing and peer reviews to be conducted for each custom-built block. Using Mathworks Simscape tools, modeling time can be reduced since there would be no custom-code developed. After careful research, the group came to the conclusion it is feasible to use Simscape's blocks in MatLab's Simulink. My project this fall was to verify the accuracy of the Crew Access Arm model developed using Simscape tools running in the Simulink development environment.

SIMSCAPE↗

Guide to Flow Measurement for Electric Propulsion Systems

In electric propulsion (EP) systems, accurate measurement of the propellant mass flow rate of gas or liquid to the thruster and external cathode is a key input in the calculation of thruster efficiency and specific impulse. Although such measurements are often achieved with commercial mass flow controllers and meters integrated into propellant feed systems, the variability in potential propellant options and flow requirements amongst the spectrum of EP power regimes and devices complicates meter selection, integration, and operation. At the direction of the Committee on Standards for Electric Propulsion Testing, a guide was jointly developed by members of the electric propulsion community to establish a unified document that contains the working principles, methods of implementation and analysis, and calibration techniques and recommendations on the use of mass flow meters in laboratory and spacecraft electric propulsion systems. The guide is applicable to EP devices of all types and power levels ranging from microthrusters to high-power ion engines and Hall effect thrusters. The establishment of a community standard on mass flow metering will help ensure the selection of the proper meter for each application. It will also improve the quality of system performance estimates by providing comprehensive information on the physical phenomena and systematic errors that must be accounted for during the analysis of flow measurement data. This paper will outline the standard methods and recommended practices described in the guide titled "Flow Measurement for Electric Propulsion Systems."

spacecraft electric propulsion (EP) systems↗

Software Innovation in a Mission Critical Environment

Operating in mission-critical environments requires trusted solutions, and the preference for "tried and true" approaches presents a potential barrier to infusing innovation into mission-critical systems. This presentation explores opportunities to overcome this barrier in the software domain. It outlines specific areas of innovation in software development achieved by the Johnson Space Center (JSC) Engineering Directorate in support of NASA's major human spaceflight programs, including International Space Station, Multi-Purpose Crew Vehicle (Orion), and Commercial Crew Programs. Software engineering teams at JSC work with hardware developers, mission planners, and system operators to integrate flight vehicles, habitats, robotics, and other spacecraft elements for genuinely mission critical applications. The innovations described, including the use of NASA Core Flight Software and its associated software tool chain, can lead to software that is more affordable, more reliable, better modelled, more flexible, more easily maintained, better tested, and enabling of automation.

Fredrickson, Steven↗

Software Development: 3D Animations and Creating User Interfaces for Realistic Simulations

My fall 2015 semester was spent at the Lyndon B. Johnson Space Center working in the Integrated Graphics, Operations, and Analysis Laboratory (IGOAL). My first project was to create a video animation that could tell the story of OMICS. OMICS is a term being used in the field of biomedical science to describe the collective technologies that study biological systems, such as what makes up a cell and how it functions with other systems. In the IGOAL I used a large 23 inch Wacom monitor to draw storyboards, graphics, and line art animations. I used Blender as the 3D environment to sculpt, shape, cut or modify the several scenes and models for the video. A challenge creating this video was to take a term used in biomedical science and describe it in such a way that an 8th grade student can understand. I used a line art style because it would visually set the tone for what we thought was an educational style. In order to get a handle on the perspective and overall feel for the animation without overloading my workspace, I split up the 2 minute animation into several scenes. I used Blender's python scripting capabilities which allowed for the addition of plugins to add or modify tools. The scripts can also directly interact with the objects to create naturalistic patterns or movements. After collecting the rendered scenes, I used Blender's built-in video editing workspace to output the animation. My second project was to write software that emulates a physical system's interface. The interface was to simulate a boat, ROV, and winch system. Simulations are a time and cost effective way to test complicated data and provide training for operators without having to use expensive hardware. We created the virtual controls with 3-D Blender models and 2-D graphics, and then add functionality in C# using the Unity game engine. The Unity engine provides several essential behaviors of a simulator, such as the start and update functions. A framework for Unity, which was developed in the lab, provided a way to place the different widgets on the virtual console dock and have them resize correctly based on the window dimensions.. My task in this project was to create the controls and visualizations for the data coming in from the simulator for the boat portion of the project. I wrote a class for each control window to handle the functionality of that widget. I implemented 11 widgets that make up the ship portion of the simulator. The members of the lab were each masters of their craft and I'm glad I had the opportunity to learn from them. I learned to plan strategically so I could finish this project on time. I allotted time for storyboarding, development, and refinement. In regards to animating I learned to use modifiers like lattice, boolean and build deformers. I also learned how to animate with drivers, how to use the dope sheet, and how to use the graph editor. In coding I learned to limit the chances for bugs by privatizing functions that should be exclusive to their class. I learned how to use the GIT repository to commit, stash and pull the latest build. I learned a bit of everything because I had the chance to see the entire application development process from the artwork, to the implementation.

Gordillo, Orlando Enrique↗

Flight Planning and Procedures

The National Aeronautics and Space Administration (NASA) was founded in 1958 by President Eisenhower as a civilian lead United States federal agency designed to advance the science of space. Over the years, NASA has grown with a vision to "reach for new heights and reveal the unknown for the benefit of humankind" (About NASA). Mercury, Gemini, Apollo, Skylab, and Space Shuttle are just a few of the programs that NASA has led to advance our understanding of the universe. Each of the eleven main NASA space centers located across the United States plays a unique role in accomplishing that vision. Since 1961, Johnson Space Center (JSC) has led the effort for manned spaceflight missions. JSC has a mission to "provide and apply the preeminent capabilities to develop, operate, and integrate human exploration missions spanning commercial, academic, international, and US government partners" (Co-op Orientation). To do that, JSC is currently focused on two main programs, Orion and the International Space Station (ISS). Orion is the exploration vehicle that will take astronauts to Mars; a vessel comparable to the Apollo capsule. The International Space Station (ISS) is a space research facility designed to expand our knowledge of science in microgravity. The first piece of the ISS was launched in November of 1998 and has been in a continuous low earth orbit ever since. Recently, two sub-programs have been developed to resupply the ISS. The Commercial Cargo program is currently flying cargo and payloads to the ISS; the Commercial Crew program will begin flying astronauts to the ISS in a few years.

Rich, Allison C.↗

Scheduling and Delivering Aircraft to Departure Fixes in the NY Metroplex with Controller-Managed Spacing Tools

In this paper, successful Time-Based Flow Management (TBFM) scheduling systems for arrivals are considered and adapted to apply to departures. We present a concept of operations that integrates Controller-Managed Spacing tools for departures (CMS-D) with existing tactical departure scheduling tools to coordinate demand at departure fixes in a metroplex environment. We tested our concept in a Human-in-the-Loop simulation and compared the effect of two scheduling conditions: 1) "Departure Scheduling" consisting of an emulation of the Integrated Departure and Arrival Capability (IDAC) where Towers and a Planner (Traffic Management Coordinator at the appropriate facility) coordinate aircraft scheduled takeoff times to departure fixes; and 2) "Arrival Sensitive Departure Scheduling" where, in addition, the Tower and Planner also consider arrival Scheduled Time of Arrivals (STAs) at the airport's dependent runway. Results indicate little difference between the two scheduling conditions, but a large difference between the No Tools and the two scheduling conditions with CMS-D tools. The scheduling/CMS-D tools conditions markedly reduced heading, speed clearances, and workload for controllers who were merging flows at the departure fixes. In the tool conditions, departure controllers conditioned departures earlier rather than later when aircraft were tied near the departure fixes. In the scheduling/CMS-D tools conditions, departures crossed the departure fixes 50 seconds earlier and with an 8% error rate (consisting of time ahead or behind desired time of arrival) compared to a 19% error rate in the No Tool condition. Two exploratory runs showed that similar beneficial effects can be obtained only with the CMS-D tools without scheduling takeoff times, but at the cost of a somewhat higher workload for controllers, indicating the benefits of pre-departure scheduling of aircraft with minimal delays. Hence, we found that CMS-D tools were very beneficial in the metroplex environment we tested but that further research is needed to clarify the benefits of the various scheduling approaches.

terminal airspace↗

Rocket Propulsion (RP) 21 Steering Committee Meeting - NASA Spacecraft Propulsion Update

Lander Tech is three separate but synergistic efforts: Lunar CATALYST (Lunar Cargo Transportation and Landing by Soft Touchdown) Support U.S. industry led robotic lunar lander development via three public-private efforts. Support U.S. industry led robotic lunar lander development via three public-private partnerships. Infuse or transfer landing technologies into these public private partnerships. Advanced Exploration Systems-Automated Propellant Loading (APL) -Integrated Ground Operations. Demonstrate LH2 zero loss storage, loading and transfer operations via testing on a large scale in a relevant launch vehicle servicing environment. (KSC, GRC). Game Changing Technology-20 Kelvin -20 Watt Cryocooler Development of a Reverse Turbo-Brayton Cryocooler operating at 20 Kelvin with 20 Watts of refrigeration lift.

Propellant↗

Understanding the International Space Station Crew Perspective following Long-Duration Missions through Data Analytics & Visualization of Crew Feedback

The International Space Station (ISS) first became a home and research laboratory for NASA and International Partner crewmembers over 16 years ago. Each ISS mission lasts approximately 6 months and consists of three to six crewmembers. After returning to Earth, most crewmembers participate in an extensive series of 30+ debriefs intended to further understand life onboard ISS and allow crews to reflect on their experiences. Examples of debrief data collected include ISS crew feedback about sleep, dining, payload science, scheduling and time planning, health & safety, and maintenance. The Flight Crew Integration (FCI) Operational Habitability (OpsHab) team, based at Johnson Space Center (JSC), is a small group of Human Factors engineers and one stenographer that has worked collaboratively with the NASA Astronaut office and ISS Program to collect, maintain, disseminate and analyze this data. The database provides an exceptional and unique resource for understanding the "crew perspective" on long duration space missions. Data is formatted and categorized to allow for ease of search, reporting, and ultimately trending, in order to understand lessons learned, recurring issues and efficiencies gained over time. Recently, the FCI OpsHab team began collaborating with the NASA JSC Knowledge Management team to provide analytical analysis and visualization of these over 75,000 crew comments in order to better ascertain the crew's perspective on long duration spaceflight and gain insight on changes over time. In this initial phase of study, a text mining framework was used to cluster similar comments and develop measures of similarity useful for identifying relevant topics affecting crew health or performance, locating similar comments when a particular issue or item of operational interest is identified, and providing search capabilities to identify information pertinent to future spaceflight systems and processes for things like procedure development and training. In addition, the comments were scored for sentiment using a polarity scoring algorithm to identify both positive and negative comments for particular groups and clusters, allowing the team to make analytically informed decisions regarding future hardware and operating procedures. The use of polarity scoring with time series analysis was used to provide insight into how crew health and habitability is changing throughout various spaceflight increments or the station lifecycle as a whole. Finally, a visualization framework was developed to address the needs of the end users to search for and analyze comments by user, category or mission. This paper will discuss how the use of an analytical framework in conjunction with the current human interface, improved the understanding of crew perspective and shortened the time for analysis allowing for more informed decisions and rapid development of improvements. These methods are significantly optimizing the way that this valuable data can be assessed and applied to current and future spaceflight design and development. This collaboration allows the FCI OpsHab team to effectively analyze and share data in a more automated and timely fashion. Trends are no longer derived manually and can be illustrated effectively and accurately with these evolving techniques to an ever growing group of human spaceflight end users.

Bryant, Cody↗

Modular Power Standard for Space Explorations Missions

Future human space exploration will most likely be composed of assemblies of multiple modular spacecraft elements with interconnected electrical power systems. An electrical system composed of a standardized set modular building blocks provides significant development, integration, and operational cost advantages. The modular approach can also provide the flexibility to configure power systems to meet the mission needs. A primary goal of the Advanced Exploration Systems (AES) Modular Power System (AMPS) project is to establish a Modular Power Standard that is needed to realize these benefits. This paper is intended to give the space exploration community a "first look" at the evolving Modular Power Standard and invite their comments and technical contributions.

Exploration↗

Space Science Investigation: NASA ISS Stowage Simulator

During this internship the opportunity was granted to work with the Integrated, Graphics, Operations and Analysis Laboratory (IGOAL) team. The main assignment was to create 12 achievement patches for the Space Station training simulator called the "NASA ISS Stowage Training Game." This project was built using previous IGOAL developed software. To accomplish this task, Adobe Photoshop and Adobe Illustrator were used to craft the badges and other elements required. Blender, a 3D modeling software, was used to make the required 3D elements. Blender was a useful tool to make things such as a CTB bag for the "No More Bob" patch which shows a gentleman kicking a CTB bag into the distance. It was also used to pose characters to the positions that was optimal for their patches as in the "Station Sanitation" patch which portrays and astronaut waving on a U.S module on a truck. Adobe Illustrator was the main piece of software for this task. It was used to craft the badges and upload them when they were completed. The style of the badges were flat, meaning that they shouldn't look three dimensional in any way, shape or form. Adobe Photoshop was used when any pictures need brightening and was where the texture for the CTB bag was made. In order for the patches to be ready for the game's next major release, they have to go under some critical reviewing, revising and re-editing to make sure the other artists and the rest of the staff are satisfied with the final products. Many patches were created and revamped to meet the flat setting and incorporate suggestions from the IGOAL team. After the three processes were completed, the badges were implemented into the game (reference fig1 for badges). After a month of designing badges, the finished products were placed into the final game build via the programmers. The art was the final piece in showcasing the latest build to the public for testing. Comments from the testers were often exceptional and the feedback on the badges were outstanding. The latest build will also be tested by astronauts to determine if the product could potentially be incorporated into the astronaut training program. This experience has provided the opportunity to experience the feeling of working with research and development organization. The art skills and programming skills received at the internship will provide and maintain and strong foundation for a career in computer programming and digital media.

Crawford, Gary↗

Supervised Remote Robot with Guided Autonomy and Teleoperation (SURROGATE): A Framework for Whole-Body Manipulation

The use of the cognitive capabilties of humans to help guide the autonomy of robotics platforms in what is typically called "supervised-autonomy" is becoming more commonplace in robotics research. The work discussed in this paper presents an approach to a human-in-the-loop mode of robot operation that integrates high level human cognition and commanding with the intelligence and processing power of autonomous systems. Our framework for a "Supervised Remote Robot with Guided Autonomy and Teleoperation" (SURROGATE) is demonstrated on a robotic platform consisting of a pan-tilt perception head, two 7-DOF arms connected by a single 7-DOF torso, mounted on a tracked-wheel base. We present an architecture that allows high-level supervisory commands and intents to be specified by a user that are then interpreted by the robotic system to perform whole body manipulation tasks autonomously. We use a concept of "behaviors" to chain together sequences of "actions" for the robot to perform which is then executed real time.

Hebert, Paul↗