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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.

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At least 109 records · Page 6

Virtual Synchronous Generator Control of Multi-port Autonomous Reconfigurable Solar Plants (MARS)

Multi-port autonomous reconfigurable solar power plant (MARS) is an integrated concept for integration of solar photovoltaic (PV) and energy storage systems (ESS) to transmission alternating current (ac) grid and high-voltage direct current (HVdc) links. The integrated development incorporates advanced control methods to provide enhanced grid ancillary services such as fast frequency responses and dynamic voltage support. In this paper, the virtual synchronous generator (VSG) control algorithm of MARS is discussed. The proposed VSG-based control enables enhanced synthetic inertial response and flexible frequency response characteristics of hybrid PV and ESS power plants in accordance with grid ancillary service requirements. Multi-port power electronics interface allows controlled emergency power support from MARS to local transmission ac grid and remote grid through the HVdc link. The performance of VSG control is validated using a reduced-order model of MARS in Simulink. Methods for estimating grid ancillary service capabilities of MARS are also discussed.

Pan, Jiuping↗

Implementing Inertial Control for PMSG-WTG in Region 2 Using Virtual Synchronous Generator with Multiple Virtual Rotating Masses

With the increasing integration of renewable energy, the problems associated with a deteriorating grid frequency profile and potential power system instability have become more significant. In this paper, the inertial control algorithm using a virtual synchronous generator (VSG) is implemented on a Type 4 permanent magnet synchronous generator (PMSG) wind turbine generator (WTG). The overall nonlinear dynamic model and its small-signal linearization of the PMSG-WTG using a VSG is established and comprehensively analyzed. Inevitably, the direct application of the VSG introduces a large inertia, which causes conflict between the fast variance of available wind power and inverter control with slow dynamics, particularly in Region 2 of the wind turbine. Aiming to address such issues, a VSG with multiple virtual rotating masses is proposed to improve the active power tracking performance as well as to boost the inertial control of a VSG. The inertial responses are verified in a modified 10-MVA IEEE 14-bus microgrid system. The assessment of the simulation results demonstrates the applicability of the VSG on renewable energy generation units.

17 WIND ENERGY↗

Extended Impedance Control Using Real and Virtual Sensors for Redundant Manipulators

Control of a redundant manipulator based on an impedence control framework with multiple simultaneous control sources is described. Each control source provides a different behavior type. An application is decomposed into multiple simultaneous behaviors whose resultant behavior will provide the motion necessary to execute the task. The simultaneous control inputs are merged using impedance control to compute a resultant command to the manipulator. The task space of each behavior can have the dimensionality of the mechanism being controlled. Control of a seven degree of freedom manipulator is described here with an available task space for each behavior of dimensionality seven.

telerobotics control architecture simultaneous beh↗

From Antarctica to space: Use of telepresence and virtual reality in control of remote vehicles

In the Fall of 1993, NASA Ames deployed a modified Phantom S2 Remotely-Operated underwater Vehicle (ROV) into an ice-covered sea environment near McMurdo Science Station, Antarctica. This deployment was part of the antarctic Space Analog Program, a joint program between NASA and the National Science Foundation to demonstrate technologies relevant for space exploration in realistic field setting in the Antarctic. The goal of the mission was to operationally test the use of telepresence and virtual reality technology in the operator interface to a remote vehicle, while performing a benthic ecology study. The vehicle was operated both locally, from above a dive hole in the ice through which it was launched, and remotely over a satellite communications link from a control room at NASA's Ames Research Center. Local control of the vehicle was accomplished using the standard Phantom control box containing joysticks and switches, with the operator viewing stereo video camera images on a stereo display monitor. Remote control of the vehicle over the satellite link was accomplished using the Virtual Environment Vehicle Interface (VEVI) control software developed at NASA Ames. The remote operator interface included either a stereo display monitor similar to that used locally or a stereo head-mounted head-tracked display. The compressed video signal from the vehicle was transmitted to NASA Ames over a 768 Kbps satellite channel. Another channel was used to provide a bi-directional Internet link to the vehicle control computer through which the command and telemetry signals traveled, along with a bi-directional telephone service. In addition to the live stereo video from the satellite link, the operator could view a computer-generated graphic representation of the underwater terrain, modeled from the vehicle's sensors. The virtual environment contained an animate graphic model of the vehicle which reflected the state of the actual vehicle, along with ancillary information such as the vehicle track, science markers, and locations of video snapshots. The actual vehicle was driven either from within the virtual environment or through a telepresence interface. All vehicle functions could be controlled remotely over the satellite link.

Stoker, Carol↗

The Virtual Tablet: Virtual Reality as a Control System

In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

virtual control interface↗

Light-field control of real and virtual charge carriers

We report light-driven electronic excitation is a cornerstone for energy and information transfer. In the interaction of intense and ultrafast light fields with solids, electrons may be excited irreversibly, or transiently during illumination only. As the transient electron population cannot be observed after the light pulse is gone, it is referred to as virtual, whereas the population that remains excited is called real. Virtual charge carriers have recently been associated with high-harmonic generation and transient absorption, but photocurrent generation may stem from real as well as virtual charge carriers. However, a link between the generation of the carrier types and their importance for observables of technological relevance is missing. Here we show that real and virtual charge carriers can be excited and disentangled in the optical generation of currents in a gold–graphene–gold heterostructure using few-cycle laser pulses. Depending on the waveform used for photoexcitation, real carriers receive net momentum and propagate to the gold electrodes, whereas virtual carriers generate a polarization response read out at the gold–graphene interfaces. On the basis of these insights, we further demonstrate a proof of concept of a logic gate for future lightwave electronics. Our results offer a direct means to monitor and excite real and virtual charge carriers. Individual control over each type of carrier will markedly increase the integrated-circuit design space and bring petahertz signal processing closer to reality.

72 PHYSICS OF ELEMENTARY PARTICLES AND FIELDS↗

Use of immersive 3D virtual reality environments in control room validations - 203

Advanced technologies (e.g., virtual and augmented reality) may provide new possibilities to facilitate control room (CR) design and evaluation activities. We studied how immersive 3D environments may augment and advance the evaluation of safety-critical CR systems. The 3D virtual reality (VR) CR was compared with a real-life development simulator environment where hardwired panels were substituted with Virtual panels. A multi-user functionality enables several operators to be and collaborate in the same VR CR environment at the same time. There is also a realistic representation of emergency operating procedures in the VR CR. Spatial audio communication through headsets makes the experience even more realistic. The results section of the paper address both technical and human factors issues associated with the use of immersive 3D VR environments in CR validation tests, e.g.: amount of technical resources required as compared to normal validation in a real-life simulator environment, creation of methodologically new testing opportunities and new opportunities to data registration and analysis. (authors)

47 OTHER INSTRUMENTATION↗

Application of a Virtual Reactivity Feedback Control Loop in Non-Nuclear Testing of a Fast Spectrum Reactor

For a compact, fast-spectrum reactor, reactivity feedback is dominated by core deformation at elevated temperature. Given the use of accurate deformation measurement techniques, it is possible to simulate nuclear feedback in non-nuclear electrically heated reactor tests. Implementation of simulated reactivity feedback in response to measured deflection is being tested at the NASA Marshall Space Flight Center Early Flight Fission Test Facility (EFF-TF). During tests of the SAFE-100 reactor prototype, core deflection was monitored using a high resolution camera. "virtual" reactivity feedback was accomplished by applying the results of Monte Carlo calculations (MCNPX) to core deflection measurements; the computational analysis was used to establish the reactivity worth of van'ous core deformations. The power delivered to the SAFE-100 prototype was then dusted accordingly via kinetics calculations, The work presented in this paper will demonstrate virtual reactivity feedback as core power was increased from 1 kilowatt(sub t), to 10 kilowatts(sub t), held approximately constant at 10 kilowatts (sub t), and then allowed to decrease based on the negative thermal reactivity coefficient.

Bragg-Sitton, Shannon M.↗

Stability Analysis of Power Systems with High Penetration of State-of-the-Art Inverter Technologies

With the increasing level of inverter-based resources (IBRs) in modern power systems, this paper presents a small-signal stability analysis for power systems comprising synchronous generators (SGs) and IBRs. Four types of inverter controls are considered: two grid-following (GFL) controls, with or without grid support functions; droop-based grid-forming (GFM) controls; and virtual oscillator control-based GFM. We also analyze the impact of STATCOM and synchronous condensers on system stability to assess their role in the energy mix transition. With the small-signal dynamic behavior of the major technologies modeled, this paper provides stringent stability assessments using the IEEE 39-bus benchmark system modified to simulate future power systems. The exhaustive test cases allow for (a) assessing the impacts of different types and controls of generation and supplementary grid assets, as well as system inertia and line impedance on grid stability, and (b) elucidating pathways for the stabilization of IBR-dominated power systems. The analysis also indicates that future power systems can be stabilized with only a fraction of the total generation as voltage sources without SGs or significant system inertia if they are well distributed. This study provides insights into future power system operations with a high level of IBRs that can also be used for planning and operation studies.

24 POWER TRANSMISSION AND DISTRIBUTION↗

Spatial interpretation of NASA's Marshall Space Flight Center Payload Operations Control Center using virtual reality technology

In its search for higher level computer interfaces and more realistic electronic simulations for measurement and spatial analysis in human factors design, NASA at MSFC is evaluating the functionality of virtual reality (VR) technology. Virtual reality simulation generates a three dimensional environment in which the participant appears to be enveloped. It is a type of interactive simulation in which humans are not only involved, but included. Virtual reality technology is still in the experimental phase, but it appears to be the next logical step after computer aided three-dimensional animation in transferring the viewer from a passive to an active role in experiencing and evaluating an environment. There is great potential for using this new technology when designing environments for more successful interaction, both with the environment and with another participant in a remote location. At the University of North Carolina, a VR simulation of a the planned Sitterson Hall, revealed a flaw in the building's design that had not been observed during examination of the more traditional building plan simulation methods on paper and on computer aided design (CAD) work station. The virtual environment enables multiple participants in remote locations to come together and interact with one another and with the environment. Each participant is capable of seeing herself and the other participants and of interacting with them within the simulated environment.

Lindsey, Patricia F.↗

Constraint, Intelligence, and Control Hierarchy in Virtual Environments

This paper seeks to deal directly with the question of what makes virtual actors and objects that are experienced in virtual environments seem real. (The term virtual reality, while more common in public usage, is an oxymoron; therefore virtual environment is the preferred term in this paper). Reality is difficult topic, treated for centuries in those sub-fields of philosophy called ontology- "of or relating to being or existence" and epistemology- "the study of the method and grounds of knowledge, especially with reference to its limits and validity" (both from Webster s, 1965). Advances in recent decades in the technologies of computers, sensors and graphics software have permitted human users to feel present or experience immersion in computer-generated virtual environments. This has motivated a keen interest in probing this phenomenon of presence and immersion not only philosophically but also psychologically and physiologically in terms of the parameters of the senses and sensory stimulation that correlate with the experience (Ellis, 1991). The pages of the journal Presence: Teleoperators and Virtual Environments have seen much discussion of what makes virtual environments seem real (see, e.g., Slater, 1999; Slater et al. 1994; Sheridan, 1992, 2000). Stephen Ellis, when organizing the meeting that motivated this paper, suggested to invited authors that "We may adopt as an organizing principle for the meeting that the genesis of apparently intelligent interaction arises from an upwelling of constraints determined by a hierarchy of lower levels of behavioral interaction. "My first reaction was "huh?" and my second was "yeah, that seems to make sense." Accordingly the paper seeks to explain from the author s viewpoint, why Ellis s hypothesis makes sense. What is the connection of "presence" or "immersion" of an observer in a virtual environment, to "constraints" and what types of constraints. What of "intelligent interaction," and is it the intelligence of the observer or the intelligence of the environment (whatever the latter may mean) that is salient? And finally, what might be relevant about "upwelling" of constraints as determined by a hierarchy of levels of interaction?

Sheridan, Thomas B.↗

Virtual environments for telerobotic shared control

The use of a virtual environment to bring about telerobotic shared control is discussed. A knowledge base, referred to as the World Model, is used to aid the system in its decision making. Information from the World Model is displayed visually in order to aid the human side of human-computer interface.

Christensen, Brian K.↗