Coriolis effects during pitch and roll maneuvers in a piloted flight simulator.
Pilot perception measurements of illusory motion and position in space while undergoing suprathreshold values of Coriolis acceleration
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Pilot perception measurements of illusory motion and position in space while undergoing suprathreshold values of Coriolis acceleration
A simple model has been devised to selectively construct several points within a scene using multispectral imagery. The model correlates black-and-white density values to color components of diazo film so as to maximize the color contrast of two or three points per composite. The CIE (Commission Internationale de l'Eclairage) color coordinate system is used as a quantitative reference to locate these points in color space. Superimposed on this quantitative reference is a perceptional framework which functionally contrasts color values in a psychophysical sense. This methodology permits a more quantitative approach to the manual interpretation of multispectral imagery while resulting in improved accuracy and lower costs.
Two types of research issues are involved in image management systems with space station applications: image processing research and image perception research. The image processing issues are the traditional ones of digitizing, coding, compressing, storing, analyzing, and displaying, but with a new emphasis on the constraints imposed by the human perceiver. Two image coding algorithms have been developed that may increase the efficiency of image management systems (IMS). Image perception research involves a study of the theoretical and practical aspects of visual perception of electronically displayed images. Issues include how rapidly a user can search through a library of images, how to make this search more efficient, and how to present images in terms of resolution and split screens. Other issues include optimal interface to an IMS and how to code images in a way that is optimal for the human perceiver. A test-bed within which such issues can be addressed has been designed.
The focus of recent work in robotic vision for application in intelligent space robots such as the Extravehicular Activity (EVA) Retriever is in visual function, that is, how information about the space world is derived and then conveyed to cognition. The goal of this work in visual function is first to understand how the relevant structure of the surrounding world is evidenced by regularities among the pixels of images, then to understand how these regularities are mapped on the premises that form the primitive elements of cognition, and then to apply these understandings with the elements of visual processing (algorithms) and visual mechanism (machine organization) to intelligent space robot simulations and test beds. Since visual perception is the process of recognizing regularities in images that are known on the basis of a model of the world to be reliable related to causal structure in the environment (because perception attaches meaning to the link between a conception of the environment and the objective environment), the work involves understanding generic, generally applicable models of world structure (not merely objects) and how that structure evidences itself in images.
Human beings who make abrupt transitions between one gravitational environment and another undergo severe disruptions of their visual perception and visual- motor coordination, frequently accompanied by "space sickness." Clearly, such immediate effects of exposure to a novel gravitational condition have significant implications for human performance. For example, when astronauts first arrive in Earth orbit their attempts to move about in the spacecraft and to perform their duties are uncoordinated, inaccurate, and inefficient. Other inter-gravitational transitions for which these difficulties can be expected include going from the 0 g of the spacecraft to the. 16 g of the Moon, from 0 g to the .38 g of Mars, and from 0 g back to the 1.0 g of Earth. However, after astronauts have actively interacted with their new gravitational environment for several days, these problems tend to disappear, evidence that some sort of adaptive process has taken place. It would be advantageous, therefore, if there were some way to minimize or perhaps even to eliminate this potentially hazardous adaptive transition period by allowing astronauts to adapt to the altered gravitational conditions before actually entering them. Simultaneous adaptations to both the altered and the normal gravitational environment as a result of repeatedly adapting to one and readapting to the other, a phenomenon known as dual adaptation. The objective of the Mars Gravity Simulator (MGS) Project is to construct a simulation of the visual and bodily effects of altered gravity. This perceptual-motor simulation is created through the use of: 1) differential body pressure to produce simulated hypo-gravity and 2) treadmill-controlled virtual reality to create a corresponding visual effect. It is expected that this combination will produce sensory motor perturbations in the subjects. Both the immediate and adaptive behavioral (postural and ambulatory) responses to these sensory perturbations will be assessed.
This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.
No abstract available
Societal benefits from climate change mitigation accrue via multiple pathways. We examine the US impacts of emission changes on several factors that are affected by both climate and air quality responses. Nationwide benefits through midcentury stem primarily from air quality improvements, which are realized rapidly, and include human health, labor productivity, and crop yield benefits. Benefits from reduced heat exposure become large around 2060, thereafter often dominating over those from improved air quality. Monetized benefits are in the tens of trillions of dollars for avoided deaths and tens of billions for labor productivity and crop yield increases and reduced hospital expenditures. Total monetized benefits this century are dominated by health and are much larger than in previous analyses due to improved understanding of the human health impacts of exposure to both heat and air pollution. Benefit–cost ratios are therefore much larger than in prior studies, especially those that neglected clean air benefits. Specifically, benefits from clean air exceed costs in the first decade, whereas benefits from climate alone exceed costs in the latter half of the century. Furthermore, monetized US benefits largely stem from US emissions reductions. Increased emphasis on the localized, near-term air quality–related impacts would better align policies with societal benefits and, by reducing the mismatch between perception of climate as a risk distant in space and time and the need for rapid action to mitigate long-term climate change, might help increase acceptance of mitigation policies.
Space motion sickness (SMS) and spatial orientation and motion perception disturbances occur in 70-80% of astronauts. People select "rest frames" to create the subjective sense of spatial orientation. In microgravity, the astronaut's rest frame may be based on visual scene polarity cues and on the internal head and body z axis (vertical body axis). The data reported here address the following question: Can an astronaut's orientation rest frame be related and described by other variables including circular vection response latencies and space motion sickness? The astronaut's microgravity spatial orientation rest frames were determined from inflight and postflight verbal reports. Circular vection responses were elicited by rotating a virtual room continuously at 35 degrees/s in pitch, roll and yaw with respect to the astronaut. Latency to the onset of vection was recorded from the time the crew member opened their eyes to the onset of vection. The astronauts who used visual cues exhibited significantly shorter vection latencies than those who used internal z axis cues. A negative binomial regression model was used to represent the observed total SMS symptom scores for each subject for each flight day. Orientation reference type had a significant effect, resulting in an estimated three-fold increase in the expected motion sickness score on flight day 1 for astronauts who used visual cues. The results demonstrate meaningful classification of astronauts' rest frames and their relationships to sensitivity to circular vection and SMS. Thus, it may be possible to use vection latencies to predict SMS severity and duration.
Papers about the communication between human users and machines in real and synthetic environments are presented. Individual topics addressed include: pictorial communication, distortions in memory for visual displays, cartography and map displays, efficiency of graphical perception, volumetric visualization of 3D data, spatial displays to increase pilot situational awareness, teleoperation of land vehicles, computer graphics system for visualizing spacecraft in orbit, visual display aid for orbital maneuvering, multiaxis control in telemanipulation and vehicle guidance, visual enhancements in pick-and-place tasks, target axis effects under transformed visual-motor mappings, adapting to variable prismatic displacement. Also discussed are: spatial vision within egocentric and exocentric frames of reference, sensory conflict in motion sickness, interactions of form and orientation, perception of geometrical structure from congruence, prediction of three-dimensionality across continuous surfaces, effects of viewpoint in the virtual space of pictures, visual slant underestimation, spatial constraints of stereopsis in video displays, stereoscopic stance perception, paradoxical monocular stereopsis and perspective vergence. (No individual items are abstracted in this volume)
The accurate location of one's virtual egocenter in a geometric space is of critical importance for immersion technologies. This experiment was conducted to investigate the role of field of view (FOV) and observer station points in the perception of the location of one's egocenter (the personal viewpoint) in virtual space. Rivalrous cues to the accurate location of one's egocenter may be one factor involved in simulator sickness. Fourteen subjects viewed an animated 3D model, of the room in which they sat, binocularly, from Eye Station Points (ESP) of either 300 or 800 millimeters. The display was on a 190 by 245 mm monitor, at a resolution of 320 by 200 pixels with 256 colors. They saw four models of the room designed with four geometric field of view (FOVg) conditions of 18, 48, 86, and 140 degrees. They drew the apparent paths of the camera in the room on a bitmap of the room as seen from infinity above. Large differences in the paths of the camera were seen as a function of both FOVg and ESP. Ten of the subjects were then asked to find the position for each display that minimized camera motion. The results fit well with predictions from an equation that took the ratio of human FOV (roughly 180 degrees) to FOVg times the Geometric Eye Point (GEP) of the imager: Zero Station Point = (180/FOVg)*GEP
Topics presented include an introduction to theories and models of biological response to gravity, gravity effects on biological systems, the function of calcium in plant graviperception, developmental biology on unmanned spacecraft, and the effect of microgravity on the development of plant protoplasts flown on Biocosmos 9. Also presented are the mechanism by which an asymmetric distribution of plant growth hormone is attained, the perception of gravity by plants, an animal research facility for Space Station Freedom, the long-term effects of microgravity and possible countermeasures, and an experimental system for determining the influence of microgravity on B lymphocyte activation and cell fusion.
An on-orbit servicer system has unique functional and human factors requirements. The servicing, whether it be teleoperation task, a supervised control task or an autonomous robotic task, the man-machine interface function is likely to be a bottleneck to the operation of the whole system. The man-machine interface system for a space servicer, namely the operator control station, includes several subsystems with a hierarchical architecture. Those subsystems include a reasoning and planning subsystem (also known as the artificial intelligence planner), a run-time control subsystem, a manipulator control and mechanization subsystem, and a sensing and perception subsystem. Indicative of these potentials, certain generic tasks, suggestive of space assembly, maintenance and repair, were performed in a testbed environment. Through performance in several modes: direct teleoperation, shared control, traded control, and robotic operation, the benefits of the individual technology contributions to the operation were quantized and recommendations for use in telerobotic systems were established.
It is hypothesized that exposure to prolonged free fall is a form of sensory/motor rearrangement rather than a direct change in otolith sensitivity or sensory compensation for a reduced otolith input. The rearrangement of stimuli will force a new interpretation by the CNS of otolith input. This reinterpretation is necessary for a structured and meaningful interaction with the new environment. Data from two flight experiments are presented which support an otolith reinterpretation hypothesis. The first experiment measured vestibulo-spinal reflex changes as a function of sustained free fall. Findings indicate that when a monosynaptic reflex (H-reflex), measured from the major postural muscles (soleus), is used adaptation to space flight includes a change in how the CNS interprets a fall. In a normal gravity environment a sudden unexpected fall will produce a potentiated H reflex. After seven days in flight an equivalent fall does not potentiate the reflex. During postflight a greatly increased reflex is observed in those crewmen most susceptible to space motion sickness. In the second experiment self motion perception and torsional eyemovements were modified as a function of exposure to sustained free fall. Preflight roll motion (about the X axis) was perceived as pure roll, and the eye movements recorded were countertorsional. Postflight, roll stimulation was perceived as linear translation (side to side movement) with a small angular motion component. Eye movement measurements confirmed significantly more horizontal motion.
A theory is presented to identify sources that produce dissociations between performance and subjective measures of workload. The theory states that performance is determined by (1) amount of resources invested, (2) resource efficiency, and (3) degree of competition for common resources in a multidimensional space described in the multiple-resources model. Subjective perception of workload, multidimensional in nature, increases with greater amounts of resource investment and with greater demands on working memory. Performance and subjective workload measures dissociate when greater resources are invested to improve performance of a resource-limited task; when demands on working memory are increased by time-sharing between concurrent tasks or between display elements; and when performance is sensitive to resource competition and subjective measures are more sensitive to total investment. These dissociation findings and their implications are discussed and directions for future research are suggested.
Developing an objective field-of-view methodology for studying vehicle window placement has been somewhat difficult. It is not surprising that considerable effort has been directed at specific problems of visibility from vehicles. Aeronautical design engineers know when designing an aircraft cockpit, the pilot must have an adequate view for approaching and landing on an airfield. However, compromise between the ergonomic preference for the largest possible viewing envelope and the practicalities of arranging a structure that is lightweight and strong will always plague the cockpit’s transparent area’s size and shape. The human’s visual sense, when operating any kind of vehicle, is the main source of the vast majority of information needed to drive or fly safely. However, vehicle design can affect a driver’s visual performance for satisfying their need for information. For any vehicle, be it an automobile or a spacecraft, the visibility quantity is the sum total of the visual access to the environment as defined by the window placement of that vehicle. The Alternate Multiple Mission Space Exploration Vehicle (AMMSEV) configuration is much like a large cargo truck where there is no direct visual access to the rear of the vehicle or the rear sides of the vehicle; thus, making the forward and side views of greater importance to the situational awareness of the crew if obstructions are creating visual issues. The National Aeronautics and Space Administration (NASA) tested a new theoretical model for Field-of-View (FOV) of spacecraft windows in NASA’s own Neutral Buoyancy Laboratory (NBL). The NBL is an essential tool for design, testing and development of future space exploration hardware for upcoming NASA operational missions. Using water, with its natural propensity for giving a human the perception of dynamic body motion under a weightless or partial gravity conditions, gives human factors investigators a vigorous space-like environment to study new methods of collecting dynamic field-of-view for future exploration vehicle designs.
This document contains papers presented at the Space Operations, Applications and Research Symposium (SOAR) Symposium hosted by NASA/Johnson Space Center (JSC) on August 3-5, 1993, and held at JSC Gilruth Recreation Center. The symposium was cosponsored by NASA/JSC and U.S. Air Force Materiel Command. SOAR included NASA and USAF programmatic overviews, plenary session, panel discussions, panel sessions, and exhibits. It invited technical papers in support of U.S. Army, U.S. Navy, Department of Energy, NASA, and USAF programs in the following areas: robotics and telepresence, automation and intelligent systems, human factors, life support, and space maintenance and servicing. SOAR was concerned with Government-sponsored research and development relevant to aerospace operations. More than 100 technical papers, 17 exhibits, a plenary session, several panel discussions, and several keynote speeches were included in SOAR '93. These proceedings, along with comments and suggestions made by panelists and keynote speakers, will be used to assess progress made in joint USAF/NASA projects and activities to identify future collaborative/jolnt programs. SOAR '93 was the responsibility of the USAF NASA Space Technology Interdependency Group Operations Committee. Symposium proceedings include papers presented by experts from NASA, the USAF, USA, and USN, U.S. Department of Energy, universities, and industry.
Psychobiology is a scientific discipline which encompasses the phenomena known to be important as regards nutrition and food consumption in space. Specifically, it includes those areas of biology which are clearly related to behavior, human subjective experience and problems of coping and adapting to stress. Taste and odor perception; perception (knowledge gaps); perception (needs); food preference and menu selection; and choosing of acceptable diets are discussed.