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At least 145 records · Page 8

Human factors issues and approaches in the spatial layout of a space station control room, including the use of virtual reality as a design analysis tool

Human Factors Engineering support was provided for the 30% design review of the late Space Station Freedom Payload Control Area (PCA). The PCA was to be the payload operations control room, analogous to the Spacelab Payload Operations Control Center (POCC). This effort began with a systematic collection and refinement of the relevant requirements driving the spatial layout of the consoles and PCA. This information was used as input for specialized human factors analytical tools and techniques in the design and design analysis activities. Design concepts and configuration options were developed and reviewed using sketches, 2-D Computer-Aided Design (CAD) drawings, and immersive Virtual Reality (VR) mockups.

Hale, Joseph P., II↗

Augmented Virtual Reality Laboratory

Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

Resolved Skeleton↗

A Dual Track Treadmill in a Virtual Reality Environment as a Countermeasure for Neurovestibular Adaptations in Microgravity

While the neurovestibular system is capable of adapting to altered environments such as microgravity, the adaptive state achieved in space in inadequate for 1G. This leads to gait and postural instabilities when returning to a gravity environment and may create serious problems in future missions to Mars. New methods are needed to improve the understanding of the adaptive capabilities of the human neurovestibular system and to develop more effective countermeasures. The concept behind the current study is that by challenging the neurovestibular system while walking or running, a treadmill can help to readjust the relationship between the visual, vestibular and proprioceptive signals that are altered in a microgravity environment. As a countermeasure, this device could also benefit the musculoskeletal and cardiovascular systems and at the same time decrease the overall time spent exercising. The overall goal of this research is to design, develop, build and test a dual track treadmill, which utilizes virtual reality,

DAndrea, Susan E.↗

A Dual Track Treadmill in a Virtual Reality Environment as a Countermeasure for Neurovestibular Adaptations in Microgravity

While the neurovestibular system is capable of adapting to altered environments such as microgravity, the adaptive state achieved in space in inadequate for 1G. This leads to giant and postural instabilities when returning to a gravity environment and may create serious problems in future mission to Mars. New methods are needed to improve the understanding of the adaptive capabilities of the human neurovestibular system and to develop more effective countermeasures. The concept behind the current study is that by challenging the neurovestibular system while walking or running a treadmill can help to read just the relationship between the visual, vestibular and proprioceptive signals that are altered in a microgravity environment. As a countermeasure, this device could also benefit the musculoskeletal and cardiovascular systems and at the same time decrease the overall time spent exercising. The overall goal of this research is to design, develop, build and test a dual track treadmill, which utilizes virtual reality, VR, displays.

DAndrea, Susan E.↗

Evaluating the pressure dependence of PZT structures using a virtual reality environment

Pb–Zr–Ti–O (PZT) perovskites span a large solid-solution range and have found widespread use due to their piezoelectric and ferroelectric properties that also span a large range. Crystal structure analysis via Rietveld refinement facilitates materials analysis via the extraction of the structural parameters. These parameters, often obtained as a function of an additional dimension (e.g., pressure), can help to diagnose materials response within a use environment. Often referred to as “ in-situ ” studies, these experiments provide an abundance of data. Viewing structural changes due to applied pressure conditions can give much-needed insight into materials performance. However, challenges exist for viewing/presenting results when the details are inherently three-dimensional (3D) in nature. For PZT perovskites, the use of polyhedra (e.g., Zr/Ti–O 6 octahedra) to view bonding/connectivity is beneficial; however, the visualization of the octahedra behavior with pressure dependence is less easily demonstrated due to the complexity of the added pressure dimension. We present a more intuitive visualization by projecting structural data into virtual reality (VR). We employ previously published structural data for Pb 0.99 (Zr 0.95 Ti 0.05 ) 0.98 Nb 0.02 O 3 as an exemplar for VR visualization of the PZT R3c crystal structure between ambient and 0.62 GPa pressure. This is accomplished via our in-house CAD2VR™ software platform and the new CrystalVR plugin. The use of the VR environment enables a more intuitive viewing experience, while enabling on-the-fly evaluation of crystal data, to form a detailed and comprehensive understanding of in-situ datasets. Discussion of methodology and tools for viewing are given, along with how recording results in video form can enable the viewing experience.

Rodriguez, Mark A. (ORCID:0000000269405044)↗

Remotely Teleoperating a Humanoid Robot to Perform Fine Motor Tasks with Virtual Reality - 18446

In this paper, we describe our ongoing work to develop cooperative control of NASA's R5 Valkyrie humanoid robot for performing dexterous manipulation tasks inside gloveboxes commonly found in many nuclear facilities. These tasks can be physically demanding and provide some element of risk to the operator when done by a person in situ. For example, if a glove is ruptured, the operator could be exposed to radioactive material. In many cases, the operator has low visibility and is unable to reach the entire task space, requiring the use of additional tools located inside the glovebox. Such tasks include cleaning particulate from inside the glovebox via sweeping or vacuuming, separating a specific amount of a compound to be weighed on a scale, or grasping and manipulating objects inside the glovebox. There is potential to move the operator to a nearby, safe location and instead place a humanoid robot in the potentially hazardous environment. However, teleoperating a humanoid robot to perform dexterous tasks at a comparable level to a human hand remains a difficult problem. Previous work for controlling humanoid robots often involves one or more operators using a standard 2D display with a mouse and keyboard as controllers. Successful interfaces use sensor fusion to provide information to the operator for increased situation awareness, but these designs have limitations. Gaining proper situation awareness by visualizing 3D information on a 2D screen requires time and increases the cognitive load on the user. Instead, if the operator is able to visualize and control the robot properly in three dimensions, it can increase situation and task awareness, reduce task time, reduce the chance of mistakes, and increase the likelihood of overall task success. We propose a two-part system that combines an HTC Vive virtual reality headset with either the Vive handheld controllers, or the Manus VR wearable gloves as the primary control. The operator wears the headset in a remote location and can visualize a reconstruction of the glovebox, created live by sensor scans from the robot and with sensors located inside the glovebox for a perspective traditionally unavailable to operators. By using the controllers or gloves to control the humanoid robots hands directly, they can plan actions in the virtual reconstruction. When the operator is satisfied with the plan, the actions are sent to the real robot. To test this system we have created a mockup of a glovebox that is accessible by Valkyrie, as well as several tasks that are a subsample of the tasks that might be required when working in a real glovebox. (authors)

12 MANAGEMENT OF RADIOACTIVE AND NON-RADIOACTIVE W↗

Absorption of wireless radiation in the child versus adult brain and eye from cell phone conversation or virtual reality

Highlights: • More cell phone radiation is absorbed by children's inner brain tissues than adults’. • Children's radiofrequency radiation exposure should be reduced. • Further research to evaluate the risks to the eye from use of VR is urgently needed. • It is biologically relevant and feasible to reduce the standards’ averaging volume. • Current methods to determine wireless device compliance should be revised. Children's brains are more susceptible to hazardous exposures, and are thought to absorb higher doses of radiation from cell phones in some regions of the brain. Globally the numbers and applications of wireless devices are increasing rapidly, but since 1997 safety testing has relied on a large, homogenous, adult male head phantom to simulate exposures; the “Standard Anthropomorphic Mannequin” (SAM) is used to estimate only whether tissue temperature will be increased by more than 1 Celsius degree in the periphery. The present work employs anatomically based modeling currently used to set standards for surgical and medical devices, that incorporates heterogeneous characteristics of age and anatomy. Modeling of a cell phone held to the ear, or of virtual reality devices in front of the eyes, reveals that young eyes and brains absorb substantially higher local radiation doses than adults’. Age-specific simulations indicate the need to apply refined methods for regulatory compliance testing; and for public education regarding manufacturers' advice to keep phones off the body, and prudent use to limit exposures, particularly to protect the young.

54 ENVIRONMENTAL SCIENCES↗

Hybrid Reality Lab Capabilities - Video 2

Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created objects that have the same shape, size, location to their physical object counterpart in virtual reality environment can be a game changer when it comes to training, planning, engineering analysis, science, entertainment, etc. Our Project is developing such capabilities for various types of environments. The video outlined with this abstract is a representation of an ISS Hybrid Reality experience. In the video you can see various Hybrid Reality elements that provide immersion beyond just standard Virtual Reality or Augmented Reality.

Delgado, Francisco J.↗

Profile analysis of after-effects experienced during exposure to several virtual reality environments

Motion sickness symptoms are an unwanted by-product of exposure to virtual environments. This problem is not new and was reported in the early flight simulators and experiments on ego motions and vection. The cardinal symptom of motion sickness is, of course, vomiting, but this symptom is ordinarily preceded by a variety of other symptoms. In his classic studies of motion sickness conducted before and during World War II, G. R. Wendt introduced a three point scale to score motion sickness beyond a vomit/no vomit dichotomy. Later, Navy scientists developed a Motion Sickness Questionnaire (MSQ), originally for use in a slowly rotating room. In the last 20 years the MSQ has been used in a series of studies of air, sea, and space sickness. Only recently, however, has it been appreciated that symptom patterns in the MSQ are not uniform but vary with the way sickness is induced. In seasickness, for example, nausea is the most prominent symptom. In Navy simulators, however, the most common symptom is eye strain, especially when cathode ray tubes are employed in the simulation. The latter result was obtained in a survey of over 1,500 pilot exposures. Using this database, Essex scientists conducted a factor analysis of the MSQ. We found that signs and symptoms of motion sickness fell mainly into three clusters: 1) oculomotor disturbance, 2) nausea and related neurovegetative problems, and 3) disorientation, ataxia, and vertigo. We have since rescored the MSQ results obtained in Navy simulators in terms of these three components. We have also compared these and other profiles obtained from three different vitual reality systems to profiles obtained in sea sickness, space sickness, and alcohol intoxication. We will show examples of these various profiles and point out simularities and differences among them which indicate aspects of what might be called 'virtual-reality sickness'.

Kennedy, Robert S.↗

Chapter 21: The Utility of Virtual Reality for Science and Engineering

In our daily usage of the large-scale immersive virtual environment at the National Renewable Energy Laboratory (NREL), we have observed how this VR system can be a useful tool to enhance scientific and engineering workflows. On multiple occasions, we have observed scientists and engineers discover features in their data using immersive environments that they had not seen in prior investigations of their data on traditional desktop displays. We have embedded more information into our analytics tools, allowing engineers to explore complex multivariate spaces. We have observed natural interactions with 3D objects and how those interactions seem to catalyze understanding. And we have seen improved collaboration with groups of stakeholders. In this chapter, we discuss these practical advantages of immersive visualization in the context of several real-world examples.

97 MATHEMATICS AND COMPUTING↗

VEVI: A Virtual Reality Tool For Robotic Planetary Explorations

The Virtual Environment Vehicle Interface (VEVI), developed by the NASA Ames Research Center's Intelligent Mechanisms Group, is a modular operator interface for direct teleoperation and supervisory control of robotic vehicles. Virtual environments enable the efficient display and visualization of complex data. This characteristic allows operators to perceive and control complex systems in a natural fashion, utilizing the highly-evolved human sensory system. VEVI utilizes real-time, interactive, 3D graphics and position / orientation sensors to produce a range of interface modalities from the flat panel (windowed or stereoscopic) screen displays to head mounted/head-tracking stereo displays. The interface provides generic video control capability and has been used to control wheeled, legged, air bearing, and underwater vehicles in a variety of different environments. VEVI was designed and implemented to be modular, distributed and easily operated through long-distance communication links, using a communication paradigm called SYNERGY.

Piguet, Laurent↗

3-D Sound for Virtual Reality and Multimedia

Technology and applications for the rendering of virtual acoustic spaces are reviewed. Chapter 1 deals with acoustics and psychoacoustics. Chapters 2 and 3 cover cues to spatial hearing and review psychoacoustic literature. Chapter 4 covers signal processing and systems overviews of 3-D sound systems. Chapter 5 covers applications to computer workstations, communication systems, aeronautics and space, and sonic arts. Chapter 6 lists resources. This TM is a reprint of the 1994 book from Academic Press.

Begault, Durand R.↗