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At least 1,099 records · Page 61

Monte Carlo simulation of particle acceleration at astrophysical shocks

A Monte Carlo code was developed for the simulation of particle acceleration at astrophysical shocks. The code is implemented in Turbo Pascal on a PC. It is modularized and structured in such a way that modification and maintenance are relatively painless. Monte Carlo simulations of particle acceleration at shocks follow the trajectories of individual particles as they scatter repeatedly across the shock front, gaining energy with each crossing. The particles are assumed to scatter from magnetohydrodynamic (MHD) turbulence on both sides of the shock. A scattering law is used which is related to the assumed form of the turbulence, and the particle and shock parameters. High energy cosmic ray spectra derived from Monte Carlo simulations have observed power law behavior just as the spectra derived from analytic calculations based on a diffusion equation. This high energy behavior is not sensitive to the scattering law used. In contrast with Monte Carlo calculations diffusive calculations rely on the initial injection of supra-thermal particles into the shock environment. Monte Carlo simulations are the only known way to describe the extraction of particles directly from the thermal pool. This was the triumph of the Monte Carlo approach. The question of acceleration efficiency is an important one in the shock acceleration game. The efficiency of shock waves efficient to account for the observed flux of high energy galactic cosmic rays was examined. The efficiency of the acceleration process depends on the thermal particle pick-up and hence the low energy scattering in detail. One of the goals is the self-consistent derivation of the accelerated particle spectra and the MHD turbulence spectra. Presumably the upstream turbulence, which scatters the particles so they can be accelerated, is excited by the streaming accelerated particles and the needed downstream turbulence is convected from the upstream region. The present code is to be modified to include a better description of particle scattering (pitch-angle instead of hard-sphere) and as iterative procedure for treating the self-excitation of the MHD turbulence.

Campbell, Roy K.↗

Development of a stable electro-optical modulator

The electrical/optical characteristics of longitudinal KD*P (KD2PO4) modulators were studied to determine what physical construction would be best for use in the MSFC (Marshall Space Flight Center) vector magnetograph. Obtaining high quality KD*P modulators that could withstand the DC modulation requirement of the MSFC vector magnetograph has, in the past, been at best a game of chance. A study is summarized which investigated problems that were seen in these devices and the conclusions that were reached are presented.

Abushagur, Mustafa A. G.↗

Synchronization Of Parallel Discrete Event Simulations

Adaptive, parallel, discrete-event-simulation-synchronization algorithm, Breathing Time Buckets, developed in Synchronous Parallel Environment for Emulation and Discrete Event Simulation (SPEEDES) operating system. Algorithm allows parallel simulations to process events optimistically in fluctuating time cycles that naturally adapt while simulation in progress. Combines best of optimistic and conservative synchronization strategies while avoiding major disadvantages. Algorithm processes events optimistically in time cycles adapting while simulation in progress. Well suited for modeling communication networks, for large-scale war games, for simulated flights of aircraft, for simulations of computer equipment, for mathematical modeling, for interactive engineering simulations, and for depictions of flows of information.

Steinman, Jeffrey S.↗

Assessment of a head-mounted miniature monitor

Two experiments were conducted to assess the capabilities and limitations of the Private Eye, a miniature, head-mounted monitor. The first experiment compared the Private Eye with a cathode ray tube (CRT) and hard copy in both a constrained and unconstrained work envelope. The task was a simulated maintenance and assembly task that required frequent reference to the displayed information. A main effect of presentation media indicated faster placement times using the CRT as compared with hard copy. There were no significant differences between the Private Eye and either the CRT or hard copy for identification, placement, or total task times. The goal of the second experiment was to determine the effects of various local visual parameters on the ability of the user to accurately perceive the information of the Private Eye. The task was an interactive video game. No significant performance differences were found under either bright or dark ambient illumination environments nor with either visually simple or complex task backgrounds. Glare reflected off of the bezel surrounding the monitor did degrade performance. It was concluded that this head-mounted, miniature monitor could serve a useful role for in situ operations, especially in microgravity environments.

Hale, J. P., II↗

On a cost functional for H2/H(infinity) minimization

A cost functional is proposed and investigated which is motivated by minimizing the energy in a structure using only collocated feedback. Defined for an H(infinity)-norm bounded system, this cost functional also overbounds the H2 cost. Some properties of this cost functional are given, and preliminary results on the procedure for minimizing it are presented. The frequency domain cost functional is shown to have a time domain representation in terms of a Stackelberg non-zero sum differential game.

Macmartin, Douglas G.↗

Real-time simulation of helicopter air-to-air combat

The AUTOMAN computer program develops automated maneuvering decisions for helicopters during air-to-air combat over hilly terrain. Recently, the capabilities of this program have been extended and enhanced significantly. The revised program was installed at the NASA Ames manned flight-simulation facility to drive a computer-generated image of an enemy helicopter, thereby providing an adversary for the human pilot. Maneuvers are selected by employing game theory. Enhancements include a guidance law for target acquisition when a firing opportunity arises; fire-control sequence logic; improved low-flying capabilities; line-of-sight computations for the cockpit field-of-view, terrain obstructions, and visual range limits; use of terrain for masking; air-to-air collision-avoidance maneuvers; decision on dispensing flares and chaff; and adjustable levels of pilot experience. The program was found to be extremely useful for both rotorcraft handling-quality evaluations and air-to-air combat training.

Austin, Fred↗

Robustness of solutions to a benchmark control problem

The robustness of 10 solutions to a benchmark control design problem presented at the 1990 American Control Conference has been evaluated. The 10 controllers have second-to-eighth-order transfer functions and have been designed using several different methods, including H-infinity optimization, loop-transfer recovery, imaginary-axis shifting, constrained optimization, structured covariance, game theory, and the internal model principle. Stochastic robustness analysis quantifies the controllers' stability and performance robustness with structured uncertainties in up to six system parameters. The analysis provides insights into system response that are not readily derived from other robustness criteria and provides a common ground for judging controllers produced by alternative methods. One important conclusion is that gain and phase margins are not reliable indicators of the probability of instability. Furthermore, parameter variations actually may improve the likelihood of achieving selected performance metrics, as demonstrated by results for the probability of settling-time exceedance.

Stengel, Robert F.↗

Critical early mission design considerations for lunar data systems architecture

This paper outlines recent early mission design activites for a lunar data systems architecture. Each major functional element is shown to be strikingly similar when viewed in a common reference system. While this similarity probably deviates with lower levels of decomposition, the sub-functions can always be arranged into similar and dissimilar categories. Similar functions can be implemented as objects - implemented once and reused several times like today's advanced integrated circuits. This approach to mission data systems, applied to other NASA programs, may result in substantial agency implementation and maintenance savings. In today's zero-sum-game budgetary environment, this approach could help to enable a lunar exploration program in the next decade. Several early mission studies leading to such an object-oriented data systems design are recommended.

Hei, Donald J., Jr.↗

Augmented Computer Mouse Would Measure Applied Force

Proposed computer mouse measures force of contact applied by user. Adds another dimension to two-dimensional-position-measuring capability of conventional computer mouse; force measurement designated to represent any desired continuously variable function of time and position, such as control force, acceleration, velocity, or position along axis perpendicular to computer video display. Proposed mouse enhances sense of realism and intuition in interaction between operator and computer. Useful in such applications as three-dimensional computer graphics, computer games, and mathematical modeling of dynamics.

Li, Larry C. H.↗

Pre-college education

Pre-college education efforts are many and varied, involving the teachers, students, parents, museums, and youth groups. However, it is necessary to reach out to school administration at all levels if teachers are to be innovative in their approaches. This introductory meeting clearly indicated that more interaction between the participants would be profitable. It is clear that the science pipeline leading from kindergarten to college entry needs to be filled with students. What is not clear is how we can do it. The plethora of projects being pursued by the NASA Space Grant College Fellowship (NSGC) programs to accomplish that goal are heartening and exciting. However, this large gamut of programs may also indicate how new we are in this game and how little anyone knows about creating a pre-college interest in science and engineering. In a way, it resembles the situation of the common cold--there is no known cure yet, so there are many so-called remedies. Unfortunately, the time we had together was entirely too short to address the evaluation situation, so that we can in the future zero in on the most effective approaches. This report is a summary of the many ways the different NSGC' s are approaching pre-college education and a list of suggestions.

Stein, Sylvia↗

Overconfidence, preview, and probability in strategic planning

The performance of eight subjects in a 'rescue' video game requiring choices as to which node they should fly to in order to rescue the simulated casualties is presently studied with a view to biases and display support criteria in strategic planning. After each choice, the subjects needed to fly a challenging tracking dynamic along a path to reach the next node. The results obtained indicate that the choices of the subjects were less optimal when full preview was offered, perhaps due to subjects' reliance on the simple strategy of choosing routes with the greatest number of casualties.

Wickens, Christopher D.↗

Quantitative 3-D imaging topogrammetry for telemedicine applications

The technology to reliably transmit high-resolution visual imagery over short to medium distances in real time has led to the serious considerations of the use of telemedicine, telepresence, and telerobotics in the delivery of health care. These concepts may involve, and evolve toward: consultation from remote expert teaching centers; diagnosis; triage; real-time remote advice to the surgeon; and real-time remote surgical instrument manipulation (telerobotics with virtual reality). Further extrapolation leads to teledesign and telereplication of spare surgical parts through quantitative teleimaging of 3-D surfaces tied to CAD/CAM devices and an artificially intelligent archival data base of 'normal' shapes. The ability to generate 'topogrames' or 3-D surface numerical tables of coordinate values capable of creating computer-generated virtual holographic-like displays, machine part replication, and statistical diagnostic shape assessment is critical to the progression of telemedicine. Any virtual reality simulation will remain in 'video-game' realm until realistic dimensional and spatial relational inputs from real measurements in vivo during surgeries are added to an ever-growing statistical data archive. The challenges of managing and interpreting this 3-D data base, which would include radiographic and surface quantitative data, are considerable. As technology drives toward dynamic and continuous 3-D surface measurements, presenting millions of X, Y, Z data points per second of flexing, stretching, moving human organs, the knowledge base and interpretive capabilities of 'brilliant robots' to work as a surgeon's tireless assistants becomes imaginable. The brilliant robot would 'see' what the surgeon sees--and more, for the robot could quantify its 3-D sensing and would 'see' in a wider spectral range than humans, and could zoom its 'eyes' from the macro world to long-distance microscopy. Unerring robot hands could rapidly perform machine-aided suturing with precision micro-sewing machines, splice neural connections with laser welds, micro-bore through constricted vessels, and computer combine ultrasound, microradiography, and 3-D mini-borescopes to quickly assess and trace vascular problems in situ. The spatial relationships between organs, robotic arms, and end-effector diagnostic, manipulative, and surgical instruments would be constantly monitored by the robot 'brain' using inputs from its multiple 3-D quantitative 'eyes' remote sensing, as well as by contact and proximity force measuring devices. Methods to create accurate and quantitative 3-D topograms at continuous video data rates are described.

Altschuler, Bruce R.↗

STS-42 Mission Highlights Resource Tape. Part 2 of 2

This second part of the STS-42 mission highlights resource tape presents the special events that had happened during the 8 days, 1 hour, 14 minutes, and 45 seconds mission duration. These special events include: phone calls from President Bush, German Officials, and Canadian Officials; special appearance in Super Bowl pre-game events; and in-flight press conference.

Source record↗

H(sub infinity)-type filter for spacecraft attitude estimation

A nonlinear filtering theory from a deterministic point of view is presented and an application to attitude determination is considered. The approach that is taken in this paper is motivated largely by the H(sun infinity) control and estimation theory for linear systems which has been evolved within the last decade. Rather than formulating the estimation problem as a game played by two adversaries, as has been done in the linear case, we employ in this work some notions from the theory of dissipative systems as a vehicle for arriving at certain Hamilton-Jacobi inequality, which in turn, provides a solution to the filtering problem, whenever it is satisfied. Application of this method to a linear estimation problem and to the problem of estimating a spacecraft attitude quaternion and gyro drift bias vector are presented. In limiting cases, these give the Kalman filter and the extended Kalman filter, respectively. The main advantages of this approach over its probabilistic counterpart are that this approach does not require a prior knowledge of any statistics, and that in general it is more amenable to a quantitative assessment regarding approximations such as linearization, and that in certain cases this approach yields an exact solution to the nonlinear filtering.

Markley, F. Landis↗

Cognitive factors associated with immersion in virtual environments

Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.

Psotka, Joseph↗

A microbased shared virtual world prototype

Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?

Pitts, Gerald↗

Classical Trajectories and Quantum Spectra

A classical model of the Schrodinger's wave packet is considered. The problem of finding the energy levels corresponds to a classical manipulation game. It leads to an approximate but non-perturbative method of finding the eigenvalues, exploring the bifurcations of classical trajectories. The role of squeezing turns out decisive in the generation of the discrete spectra.

Mielnik, Bogdan↗

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

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

Kenyon, Robert V.↗