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At least 145 records · Page 8

Arm DevSummit Keynote: Environment for Data Engineering in Virtual Reality: Ethical Considerations

Currently, the US Government is going through a large-scale data Transformation effort, where the GSA playbook is guiding all agencies to make their processes data-driven with the help of emerging technologies. To address concerns about algorithm sharing, AI adoption, and vendor lock-in, the NASA Langley Research Center Digital Transformation Group has developed the Environment for Data Engineering in Virtual Reality (EnDEVR), a data science ecosystem that allows users to command and investigate customizable data analyses from a VR environment. The system has been evaluated in the Oculus Rift S and Quest environments, two popular VR systems powered by the ARM architecture. Current and future development will employ several AI capabilities to guide research and automation within the environment and to facilitate algorithm sharing. In this talk, we will discuss the results of an initial ethical investigation and recommended considerations for the use of AI within the system.

Artificial Intelligence↗

Interactive and cooperative sensing and control for advanced teleoperation

This paper presents the paradigm of interactive and cooperative sensing and control as a fundamental mechanism of integrating and fusing the strengths of man and machine for advanced teleoperation. The interactive and cooperative sensing and control is considered as an extended and generalized form of traded and shared control. The emphasis of interactive and cooperative sensing and control is given to the distribution of mutually nonexclusive subtasks to man and machine, the interactive invocation of subtasks under the man/machine symbiotic relationship, and the fusion of information and decisionmaking between man and machine according to their confidence measures. The proposed interactive and cooperative sensing and control system is composed of such major functional blocks as the logical sensor system, the sensor-based local autonomy, the virtual environment formation, and the cooperative decision-making between man and machine. The Sensing-Knowledge-Command (SKC) fusion network is proposed as a fundamental architecture for implementing cooperative and interactive sensing and control. Simulation results are shown.

Lee, Sukhan↗

Interactive and cooperative sensing and control for advanced teleoperation

This paper presents the paradigm of interactive and cooperative sensing and control as a fundamental mechanism of integrating and fusing the strengths of man and machine for advanced teleoperation. The interactive and cooperative sensing and control is considered as an extended and generalized form of traded and shared control. The emphasis of interactive and cooperative sensing and control is given to the distribution of mutually nonexclusive subtasks to man and machine, the interactive invocation of subtasks under the man/machine symbiotic relationship, and the fusion of information and decision-making between man and machine according to their confidence measures. The proposed interactive and cooperative sensing and control system is composed of such major functional blocks as the logical sensor system, the sensor-based local autonomy, the virtual environment formation, and the cooperative decision-making between man and machine. A case study is performed to demonstrate the feasibility of implementing the fundamental theory and system architecture of interactive and cooperative sensing and control, proposed for the new generation of teleoperation.

Lee, Sukhan↗

Parallelization of the Implicit RPLUS Algorithm

The multiblock reacting Navier-Stokes flow solver RPLUS2D was modified for parallel implementation. Results for non-reacting flow calculations of this code indicate parallelization efficiencies greater than 84% are possible for a typical test problem. Results tend to improve as the size of the problem increases. The convergence rate of the scheme is degraded slightly when additional artificial block boundaries are included for the purpose of parallelization. However, this degradation virtually disappears if the solution is converged near to machine zero. Recommendations are made for further code improvements to increase efficiency, correct bugs in the original version, and study decomposition effectiveness.

Orkwis, Paul D.↗

Parallelization of the Implicit RPLUS Algorithm

The multiblock reacting Navier-Stokes flow-solver RPLUS2D was modified for parallel implementation. Results for non-reacting flow calculations of this code indicate parallelization efficiencies greater than 84% are possible for a typical test problem. Results tend to improve as the size of the problem increases. The convergence rate of the scheme is degraded slightly when additional artificial block boundaries are included for the purpose of parallelization. However, this degradation virtually disappears if the solution is converged near to machine zero. Recommendations are made for further code improvements to increase efficiency, correct bugs in the original version, and study decomposition effectiveness.

Orkwis, Paul D.↗

Perceptual Fidelity Versus Engineering Compromises in Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactivity is not always possible in a 'true' virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, A lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

Perceptual Fidelity vs. Engineering Compromises In Virtual Acoustic Displays

Immersive, three-dimensional displays are increasingly becoming a goal of advanced human-machine interfaces. While the technology for achieving truly useful multisensory environments is still being developed, techniques for generating three-dimensional sound are now both sophisticated and practical enough to be applied to acoustic displays. The ultimate goal of virtual acoustics is to simulate the complex acoustic field experienced by a listener freely moving around within an environment. Of course, such complexity, freedom of movement and interactively is not always possible in a "true" virtual environment, much less in lower-fidelity multimedia systems. However, many of the perceptual and engineering constraints (and frustrations) that researchers, engineers and listeners have experienced in virtual audio are relevant to multimedia. In fact, some of the problems that have been studied will be even more of an issue for lower fidelity systems that are attempting to address the requirements of a huge, diverse and ultimately unknown audience. Examples include individual differences in head-related transfer functions, a lack of real interactively (head-tracking) in many multimedia displays, and perceptual degradation due to low sampling rates and/or low-bit compression. This paper discusses some of the engineering Constraints faced during implementation of virtual acoustic environments and the perceptual consequences of these constraints. Specific examples are given for NASA applications such as telerobotic control, aeronautical displays, and shuttle launch communications. An attempt will also be made to relate these issues to low-fidelity implementations such as the internet.

Wenzel, Elizabeth M.↗

Human Interfaces In Teleoperations And Virtual Environments

Conference report contains compilation of papers relating to interactions between humans and machines from perspectives of telepresence and sensorimotor adaptation, measurement and evaluation of performance, and design principles and predictive models. Topics discussed include neural networks, sensory technology, display, and feedback controls. Covers state of art of remote sensing and control by humans for space or other operations.

Durlach, Nathaniel I.↗

Binary phase digital reflection holograms - Fabrication and potential applications

A novel technique for the fabrication of binary-phase computer-generated reflection holograms is described. By use of integrated circuit technology, the holographic pattern is etched into a silicon wafer and then aluminum coated to make a reflection hologram. Because these holograms reflect virtually all the incident radiation, they may find application in machining with high-power lasers. A number of possible modifications of the hologram fabrication procedure are discussed.

Gallagher, N. C., Jr.↗

Future Model-Based Systems Engineering Vision and Strategy Bridge for NASA

A vision for the future of model-based systems engineering (MBSE) at NASA in 2029 and a strategy bridge towards that future are presented. Strategic thinking and leading change concepts were used to analyze reports and presentations on global trends and visionary thinking about the future of systems and digital engineering. The context, strategic time horizon, stakeholders, strategic challenges, strategic advantages, driving forces, and opportunities were considered. The analysis resulted in a future vision of MBSE that shows what NASA systems engineers and digital machines will do to perform rapid, extraordinary, and unprecedented missions. The NASA systems engineer, in this future vision, works with a global project team in a virtual and collaborative environment, engineers the system, and uses digital approaches as the routine and default way of working. The digital machines provide data-driven and automated mission designs; have a backbone of program and project management, systems engineering, and product life-cycle management; and are a knowledge-sharing infrastructure. The NASA systems engineer and the systems engineering team are envisioned to use digital machines to plan and perform rapid exploration missions, develop a digital twin that lasts across the life cycle, and develop enduring and adaptable systems. NASA has an engineering enterprise and a life-cycle management framework that endure, adapt, and respond. A strategy bridge based on the Baldrige Criteria for Performance Excellence Framework and lessons learned from a recent MBSE initiative illuminates a way forward from today to this desired future. The bridge lays out a strategy for leaders and recommends investments of today for immediate benefits and for benefits in 2029.

model-based systems engineering, digital engineeri↗

VR for Mars Pathfinder

Virtual reality (VR) technology has played an integral role for Mars Pathfinder mission, operations Using an automated machine vision algorithm, the 3d topography of the Martian surface was rapidly recovered fro -a the stereo images captured. by the Tender camera to produce photo-realistic 3d models, An advanced, interface was developed for visualization and interaction with. the virtual environment of the Pathfinder landing site for mission scientists at the Space Flight Operations Facility of the Jet Propulsion Laboratory. The VR aspect of the display allowed mission scientists to navigate on Mars in Bud while remaining here on Earth, thus improving their spatial awareness of the rock field that surrounds the lenders Measurements of positions, distances and angles could be easily extracted from the topographic models, providing valuable information for science analysis and mission. planning. Moreover, the VR map of Mars has also been used to assist with the archiving and planning of activities for the Sojourner rover.

Blackmon, Theodore↗

Evaluation of the SPAR thermal analyzer on the CYBER-203 computer

The use of the CYBER 203 vector computer for thermal analysis is investigated. Strengths of the CYBER 203 include the ability to perform, in vector mode using a 64 bit word, 50 million floating point operations per second (MFLOPS) for addition and subtraction, 25 MFLOPS for multiplication and 12.5 MFLOPS for division. The speed of scalar operation is comparable to that of a CDC 7600 and is some 2 to 3 times faster than Langley's CYBER 175s. The CYBER 203 has 1,048,576 64-bit words of real memory with an 80 nanosecond (nsec) access time. Memory is bit addressable and provides single error correction, double error detection (SECDED) capability. The virtual memory capability handles data in either 512 or 65,536 word pages. The machine has 256 registers with a 40 nsec access time. The weaknesses of the CYBER 203 include the amount of vector operation overhead and some data storage limitations. In vector operations there is a considerable amount of time before a single result is produced so that vector calculation speed is slower than scalar operation for short vectors.

Robinson, J. C.↗

A Uniform Ontology for Software Interfaces

It is universally the case that computer users who are not also computer specialists prefer to deal with computers' in terms of a familiar ontology, namely that of their application domains. For example, the well-known Windows ontology assumes that the user is an office worker, and therefore should be presented with a "desktop environment" featuring entities such as (virtual) file folders, documents, appointment calendars, and the like, rather than a world of machine registers and machine language instructions, or even the DOS command level. The central theme of this research has been the proposition that the user interacting with a software system should have at his disposal both the ontology underlying the system, as well as a model of the system. This information is necessary for the understanding of the system in use, as well as for the automatic generation of assistance for the user, both in solving the problem for which the application is designed, and for providing guidance in the capabilities and use of the system.

Feyock, Stefan↗

The Multimission Image Processing Laboratory's virtual frame buffer interface

Large image processing systems use multiple frame buffers with differing architectures and vendor supplied interfaces. This variety of architectures and interfaces creates software development, maintenance and portability problems for application programs. Several machine-dependent graphics standards such as ANSI Core and GKS are available, but none of them are adequate for image processing. Therefore, the Multimission Image Processing laboratory project has implemented a programmer level virtual frame buffer interface. This interface makes all frame buffers appear as a generic frame buffer with a specified set of characteristics. This document defines the virtual frame uffer interface and provides information such as FORTRAN subroutine definitions, frame buffer characteristics, sample programs, etc. It is intended to be used by application programmers and system programmers who are adding new frame buffers to a system.

Wolfe, T.↗

A parallel adaptive mesh refinement algorithm

Over recent years, Adaptive Mesh Refinement (AMR) algorithms which dynamically match the local resolution of the computational grid to the numerical solution being sought have emerged as powerful tools for solving problems that contain disparate length and time scales. In particular, several workers have demonstrated the effectiveness of employing an adaptive, block-structured hierarchical grid system for simulations of complex shock wave phenomena. Unfortunately, from the parallel algorithm developer's viewpoint, this class of scheme is quite involved; these schemes cannot be distilled down to a small kernel upon which various parallelizing strategies may be tested. However, because of their block-structured nature such schemes are inherently parallel, so all is not lost. In this paper we describe the method by which Quirk's AMR algorithm has been parallelized. This method is built upon just a few simple message passing routines and so it may be implemented across a broad class of MIMD machines. Moreover, the method of parallelization is such that the original serial code is left virtually intact, and so we are left with just a single product to support. The importance of this fact should not be underestimated given the size and complexity of the original algorithm.

Quirk, James J.↗

Inertial Motion-Tracking Technology for Virtual 3-D

In the 1990s, NASA pioneered virtual reality research. The concept was present long before, but, prior to this, the technology did not exist to make a viable virtual reality system. Scientists had theories and ideas they knew that the concept had potential, but the computers of the 1970s and 1980s were not fast enough, sensors were heavy and cumbersome, and people had difficulty blending fluidly with the machines. Scientists at Ames Research Center built upon the research of previous decades and put the necessary technology behind them, making the theories of virtual reality a reality. Virtual reality systems depend on complex motion-tracking sensors to convey information between the user and the computer to give the user the feeling that he is operating in the real world. These motion-tracking sensors measure and report an object s position and orientation as it changes. A simple example of motion tracking would be the cursor on a computer screen moving in correspondence to the shifting of the mouse. Tracking in 3-D, necessary to create virtual reality, however, is much more complex. To be successful, the perspective of the virtual image seen on the computer must be an accurate representation of what is seen in the real world. As the user s head or camera moves, turns, or tilts, the computer-generated environment must change accordingly with no noticeable lag, jitter, or distortion. Historically, the lack of smooth and rapid tracking of the user s motion has thwarted the widespread use of immersive 3-D computer graphics. NASA uses virtual reality technology for a variety of purposes, mostly training of astronauts. The actual missions are costly and dangerous, so any opportunity the crews have to practice their maneuvering in accurate situations before the mission is valuable and instructive. For that purpose, NASA has funded a great deal of virtual reality research, and benefited from the results.

Source record↗

Virtual Sensors: Using Data Mining to Efficiently Estimate Spectra

Detecting clouds within a satellite image is essential for retrieving surface geophysical parameters, such as albedo and temperature, from optical and thermal imagery because the retrieval methods tend to be valid for clear skies only. Thus, routine satellite data processing requires reliable automated cloud detection algorithms that are applicable to many surface types. Unfortunately, cloud detection over snow and ice is difficult due to the lack of spectral contrast between clouds and snow. Snow and clouds are both highly reflective in the visible wavelen,ats and often show little contrast in the thermal Infrared. However, at 1.6 microns, the spectral signatures of snow and clouds differ enough to allow improved snow/ice/cloud discrimination. The recent Terra and Aqua Moderate Resolution Imaging Spectro-Radiometer (MODIS) sensors have a channel (channel 6) at 1.6 microns. Presently the most comprehensive, long-term information on surface albedo and temperature over snow- and ice-covered surfaces comes from the Advanced Very High Resolution Radiometer ( AVHRR) sensor that has been providing imagery since July 1981. The earlier AVHRR sensors (e.g. AVHRR/2) did not however have a channel designed for discriminating clouds from snow, such as the 1.6 micron channel available on the more recent AVHRR/3 or the MODIS sensors. In the absence of the 1.6 micron channel, the AVHRR Polar Pathfinder (APP) product performs cloud detection using a combination of time-series analysis and multispectral threshold tests based on the satellite's measuring channels to produce a cloud mask. The method has been found to work reasonably well over sea ice, but not so well over the ice sheets. Thus, improving the cloud mask in the APP dataset would be extremely helpful toward increasing the accuracy of the albedo and temperature retrievals, as well as extending the time-series of albedo and temperature retrievals from the more recent sensors to the historical ones. In this work, we use data mining methods to construct a model of MODIS channel 6 as a function of other channels that are common to both MODIS and AVHRR. The idea is to use the model to generate the equivalent of MODIS channel 6 for AVHRR as a function of the AVHRR equivalents to MODIS channels. We call this a Virtual Sensor because it predicts unmeasured spectra. The goal is to use this virtual channel 6. to yield a cloud mask superior to what is currently used in APP . Our results show that several data mining methods such as multilayer perceptrons (MLPs), ensemble methods (e.g., bagging), and kernel methods (e.g., support vector machines) generate channel 6 for unseen MODIS images with high accuracy. Because the true channel 6 is not available for AVHRR images, we qualitatively assess the virtual channel 6 for several AVHRR images.

Srivastava, Ashok↗

Portable, Controlled-Load-Rate Tension Tester

Tensile-testing machine for ceramic and foam materials has selfcontained air supply with built-in airflow controller. New machine easily moved to point of use, and loads applied automatically at constant rate of increase, without fluctuations caused by manual control of supply pressure. Eliminates impact after failure of specimen so it does not damage itself. Potential applications of machine include tensile tests of large composite parts that contain localized defects and adhesion tests of virtually any bonded structure.

Jamieson, R. S.↗