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At least 163 records · Page 9

Burner rig corrosion of SiC at 1000 C

Sintered alpha-SiC was examined in both oxidation and hot corrosion with a burner rig at 400 kPa (4 atm) and 1000 C with a flow velocity of 94 m/s. Oxidation tests for times to 46 h produced virtually no attack, whereas tests with 4 ppm Na produced extensive corrosion in 13.5 h. Thick glassy layers composed primarily of sodium silicate formed in the salt corrosion tests. This corrosion attack caused severe pitting on the silicon carbide substrate and led to a 32 percent decrease in strength, compared to the as-received material. Parallel furnace tests of Na2SO4/air-induced attack yielded basically similar results, with slight product composition differences. The differences are explained in terms of the continuous sulfate deposition which occurs in a burner rig.

Jacobson, N. S.↗

A hybrid multigrid technique for computing steady-state solutions to supersonic flows

Recently, Li and Sanders have introduced a class of finite difference schemes to approximate generally discontinuous solutions to hyperbolic systems of conservation laws. These equations have the form together with relevant boundary conditions. When modelling hypersonic spacecraft reentry, the differential equations above are frequently given by the compressible Euler equations coupled with a nonequilibrium chemistry model. For these applications, steady state solutions are often sought. Many tens (to hundreds) of super computer hours can be devoted to a single three space dimensional simulation. The primary difficulty is the inability to rapidly and reliably capture the steady state. In these notes, we demonstrate that a particular variant from the schemes presented can be combined with a particular multigrid approach to capture steady state solutions to the compressible Euler equations in one space dimension. We show that the rate of convergence to steady state coming from this multigrid implementation is vastly superior to the traditional approach of artificial time relaxation. Moreover, we demonstrate virtual grid independence. That is, the rate of convergence does not depend on the degree of spatial grid refinement.

Sanders, Richard↗

High-Resolution Large-Field-of-View Three-Dimensional Hologram Display System and Method Thereof

A real-time, dynamic, free space-virtual reality, 3-D image display system is enabled by using a unique form of Aerogel as the primary display media. A preferred embodiment of this system comprises a 3-D mosaic topographic map which is displayed by fusing four projected hologram images. In this embodiment, four holographic images are projected from four separate holograms. Each holographic image subtends a quadrant of the 4(pi) solid angle. By fusing these four holographic images, a static 3-D image such as a featured terrain map would be visible for 360 deg in the horizontal plane and 180 deg in the vertical plane. An input, either acquired by 3-D image sensor or generated by computer animation, is first converted into a 2-D computer generated hologram (CGH). This CGH is then downloaded into large liquid crystal (LC) panel. A laser projector illuminates the CGH-filled LC panel and generates and displays a real 3-D image in the Aerogel matrix.

Chao, Tien-Hsin↗

Sensor Web in Antarctica: Developing an Intelligent, Autonomous Platform for Locating Biological Flourishes in Cryogenic Environments

The most rigorous tests of the ability to detect extant life will occur where biotic activity is limited by severe environmental conditions. Cryogenic environments are among the most severe-the energy and nutrients needed for biological activity are in short supply while the climate itself is actively destructive to biological mechanisms. In such settings biological activity is often limited to brief flourishes, occurring only when and where conditions are at their most favorable. The closer that typical regional conditions approach conditions that are actively hostile , the more widely distributed biological blooms will be in both time and space. On a spatial dimension of a few meters or a time dimension of a few days, biological activity becomes much more difficult to detect. One way to overcome this difficulty is to establish a Sensor Web that can monitor microclimates over appropriate scales of time and distance, allowing a continuous virtual presence for instant recognition of favorable conditions. A more sophisticated Sensor Web, incorporating metabolic sensors, can effectively meet the challenge to be in "the right place in the right time". This is particularly of value in planetary surface missions, where limited mobility and mission timelines require extremely efficient sample and data acquisition. Sensor Webs can be an effective way to fill the gap between broad scale orbital data collection and fine-scale surface lander science. We are in the process of developing an intelligent, distributed and autonomous Sensor Web that will allow us to monitor microclimate under severe cryogenic conditions, approaching those extant on the surface of Mars. Ultimately this Sensor Web will include the ability to detect and/or establish limits on extant microbiological activity through incorporation of novel metabolic gas sensors. Here we report the results of our first deployment of a Sensor Web prototype in a previously unexplored high altitude East Antarctic Plateau "micro-oasis" at the MacAlpine Hills, Law Glacier, Antarctica.

Delin, K. A.↗

Developing Collective Training for Small Unmanned Aerial Systems Employment

The projected use of small unmanned aerial systems (SUAS) in military operations will produce training requirements which go beyond current capabilities. The paper describes the development of prototype training procedures and accompanying research simulations to address this need. We initially constructed a testbed to develop simulation-based training for an SUAS operator equipped with a simulated vertical-lift and land SUAS. However, the required training will go beyond merely training an operator how to pilot an SUAS. In addition to tactics, techniques, and procedures for employment of SUASs, collective training methods must be trained. Moreover, the leader of a unit equipped with SUAS will need to learn how to plan missions which incorporate the SUAS, and take into account air space and frequency management considerations. The demands of the task require the leader to allocate personnel to the SUAS mission, communicate and coordinate with those personnel during the mission, and make use of the information provided. To help address these training issues, we expanded our research testbed to include a command and control node (C2 node), to enable communications between a leader and the SUAS operator. In addition, we added a virtual environment in which dismounted infantry missions can be conducted. This virtual environment provides the opportunity for interactions among human-controlled avatars and non-player characters (NPCs), plus authoring tools to construct scenarios. Using these NPCs, a collective exercise involving friendly, enemy, and civilian personnel can be conducted without the need for a human role-player for every entity. We will describe the results of our first experiment, which examined the ability of players to negotiate use of the C2 node and the virtual environment at the same time, in order to see if this is a feasible combination of tools for training development.

Durlach, Paula J.↗

Modeling Nucleation and Grain Growth in the Solar Nebula: Initial Progress Report

The primitive solar nebula was a violent and chaotic environment where high energy collisions, lightning, shocks and magnetic re-connection events rapidly vaporized some fraction of nebular dust, melted larger particles while leaving the largest grains virtually undisturbed. At the same time, some tiny grains containing very easily disturbed noble gas signatures (e.g., small, pre-solar graphite or SiC particles) never experienced this violence, yet can be found directly adjacent to much larger meteoritic components (chondrules or CAIs) that did. Additional components in the matrix of the most primitive carbonaceous chondrites and in some chondritic porous interplanetary dust particles include tiny nebular condensates, aggregates of condensates and partially annealed aggregates. Grains formed in violent transient events in the solar nebula did not come to equilibrium with their surroundings. To understand the formation and textures of these materials as well as their nebular abundances we must rely on Nucleation Theory and kinetic models of grain growth, coagulation and annealing. Such models have been very uncertain in the past: we will discuss the steps we are taking to increase their reliability.

Nuth, Joseph A.↗

High-throughput virtual laboratory for drug discovery using massive datasets

Time-to-solution for structure-based screening of massive chemical databases for COVID-19 drug discovery has been decreased by an order of magnitude, and a virtual laboratory has been deployed at scale on up to 27,612 GPUs on the Summit supercomputer, allowing an average molecular docking of 19,028 compounds per second. Over one billion compounds were docked to two SARS-CoV-2 protein structures with full optimization of ligand position and 20 poses per docking, each in under 24 hours. GPU acceleration and high-throughput optimizations of the docking program produced 350× mean speedup over the CPU version (50× speedup per node). GPU acceleration of both feature calculation for machine-learning based scoring and distributed database queries reduced processing of the 2.4 TB output by orders of magnitude. The resulting 50× speedup for the full pipeline reduces an initial 43 day runtime to 21 hours per protein for providing high-scoring compounds to experimental collaborators for validation assays.

97 MATHEMATICS AND COMPUTING↗

Using EMG to anticipate head motion for virtual-environment applications

In virtual environment (VE) applications, where virtual objects are presented in a see-through head-mounted display, virtual images must be continuously stabilized in space in response to user's head motion. Time delays in head-motion compensation cause virtual objects to "swim" around instead of being stable in space which results in misalignment errors when overlaying virtual and real objects. Visual update delays are a critical technical obstacle for implementing head-mounted displays in applications such as battlefield simulation/training, telerobotics, and telemedicine. Head motion is currently measurable by a head-mounted 6-degrees-of-freedom inertial measurement unit. However, even given this information, overall VE-system latencies cannot be reduced under about 25 ms. We present a novel approach to eliminating latencies, which is premised on the fact that myoelectric signals from a muscle precede its exertion of force, thereby limb or head acceleration. We thus suggest utilizing neck-muscles' myoelectric signals to anticipate head motion. We trained a neural network to map such signals onto equivalent time-advanced inertial outputs. The resulting network can achieve time advances of up to 70 ms.

Clinical Trial↗

Designing a configuration control mechanism for a flight software validation facility

Embedded computer systems and supporting operating systems have recently enabled the automation of many time-critical flight functions. This automation requires the integration of computer hardware and software, aircraft hardware, and the flight application. To properly integrate and control these critical functions requires a real-time environment that is provided by the onboard flight computer, a real-time operating system, and a real-time flight application that supplies the input commands to the aircraft and responds to the resulting actions. The increased complexity of developing and testing such real-time applications can best be supported by a separate test facility that provides the processing visibility and control which is virtually impossible in the actual real-time operating environment. Such a flight software validation facility has been developed at the NASA Langley Research Center to support applications using the Shuttle real-time language HAL/S. The development and control of this facility are described. Some of the management techniques used were project schedules, status monitoring, code walk-throughs, configuration control, phased releases, validation suites, and modern programming techniques.

Smith-Taylor, R.↗

Safeguarding a Lunar Rover with Wald's Sequential Probability Ratio Test

The virtual bumper is a safeguarding mechanism for autonomous and remotely operated robots. In this paper we take a new approach to the virtual bumper system by using an old statistical test. By using a modified version of Wald's sequential probability ratio test we demonstrate that we can reduce the number of false positive reported by the virtual bumper, thereby saving valuable mission time. We use the concept of sequential probability ratio to control vehicle speed in the presence of possible obstacles in order to increase certainty about whether or not obstacles are present. Our new algorithm reduces the chances of collision by approximately 98 relative to traditional virtual bumper safeguarding without speed control.

safeguarding↗

Recoverable distributed shared virtual memory

The problem of rollback recovery in distributed shared virtual environments, in which the shared memory is implemented in software in a loosely coupled distributed multicomputer system, is examined. A user-transparent checkpointing recovery scheme and a new twin-page disk storage management technique are presented for implementing recoverable distributed shared virtual memory. The checkpointing scheme can be integrated with the memory coherence protocol for managing the shared virtual memory. The twin-page disk design allows checkpointing to proceed in an incremental fashion without an explicit undo at the time of recovery. The recoverable distributed shared virtual memory allows the system to restart computation from a checkpoint without a global restart.

Wu, Kun-Lung↗

A viscoelastic higher-order beam finite element

A viscoelastic internal variable constitutive theory is applied to a higher-order elastic beam theory and finite element formulation. The behavior of the viscous material in the beam is approximately modeled as a Maxwell solid. The finite element formulation requires additional sets of nodal variables for each relaxation time constant needed by the Maxwell solid. Recent developments in modeling viscoelastic material behavior with strain variables that are conjugate to the elastic strain measures are combined with advances in modeling through-the-thickness stresses and strains in thick beams. The result is a viscous thick-beam finite element that possesses superior characteristics for transient analysis since its nodal viscous forces are not linearly dependent an the nodal velocities, which is the case when damping matrices are used. Instead, the nodal viscous forces are directly dependent on the material's relaxation spectrum and the history of the nodal variables through a differential form of the constitutive law for a Maxwell solid. The thick beam quasistatic analysis is explored herein as a first step towards developing more complex viscoelastic models for thick plates and shells, and for dynamic analyses. The internal variable constitutive theory is derived directly from the Boltzmann superposition theorem. The mechanical strains and the conjugate internal strains are shown to be related through a system of first-order, ordinary differential equations. The total time-dependent stress is the superposition of its elastic and viscous components. Equations of motion for the solid are derived from the virtual work principle using the total time-dependent stress. Numerical examples for the problems of relaxation, creep, and cyclic creep are carried out for a beam made from an orthotropic Maxwell solid.

Johnson, Arthur R.↗

Comparing perceptions of a dimmable LED lighting system between a real space and a virtual reality display

Over the last several decades, designers have used digital screens to view images of real and simulated spaces and make critical design decisions. Screen technology has improved during this time, as technologies like OLED have replaced legacy displays (CRT, plasma, and LCD). These new screens provide a higher pixel resolution, luminous output and contrast ratio. Immersive head-mounted displays now allow designers to view immersive images, and recent developments in real-time rendering have encouraged the uptake of virtual reality (VR) head-mounted displays in mainstream practice and design education. This paper presents an experiment on lighting perception using a series of LED lighting conditions in a real space and a virtual representation of those conditions captured using a 360° high-dynamic-range camera and presented on an HTC Vive Pro HMD. Fifty-three participants were asked to rate each lighting condition by viewing it in a real space (n = 30) or via immersive HDR photographs displayed in a VR HMD (n = 23). The results show that ratings of visual comfort, pleasantness, evenness, contrast and glare are similar between the HTC Vive Pro HMD and our real space when evaluating well-lit scenes, but significant differences emerge in dim and highly contrasted scenes for a number of rating scales.

Rockcastle, S.↗

Accelerating Parallel Applications in Cloud Platforms via Adaptive Time-Slice Control

Cloud platforms can provide flexible and cost-effective environments for parallel applications. However, the resource over-commitment issues, i.e., cloud providers often provide much more executable virtual CPUs than available physical CPUs, still impede the synchronization operations of parallel applications, causing severe performance degradation. Existing methods optimize parallel applications by promoting the priorities of involved VMs. They cannot fully explore the performance of parallel applications, because they ignore the time-slice requirements of different phases of parallel applications. Furthermore, non-parallel applications experience unsatisfied performance because of low scheduling priorities. Given empirical analysis on time-slices of virtual machines (VMs), we find that shortening time-slices can mitigate synchronization overhead which incurs during communication phases, while over-short time-slices cause frequent cache misses in computation phases. Accordingly, we propose an Adaptive Time-slice Control (ATC) mechanism. ATC first detects the phases of parallel applications based on lock latency or cache misses. Then, ATC shortens time-slices during communication phases and prolongs time-slices during computation phases for parallel applications, and sets a uniform time-slice for non-parallel applications. Finally, we evaluate ATC using seven well-known benchmarks with 25+ applications. Experiments show that ATC obtains 1.5-75x performance gain for running parallel applications than state-of-the-art solutions, with nearly unaffected impact on non-parallel applications.

97 MATHEMATICS AND COMPUTING↗

The Impact of System Latency on Dynamic Performance In Virtual Acoustic Environments

Engineering constraints that may be encountered when implementing interactive virtual acoustic displays are examined In particular, system parameters such as the update rate and total system latency are defined and the impact they may have on perception is discussed. For example, examination of the head motions that listeners used to aid localization in a previous study suggests that some head motions may be as fast as about 400 degrees/sec for short time periods. Analysis of latencies in virtual acoustic environments (VAEs) suggests that: (1) commonly-specified parameters such as the audio update rate determine only the "best-case" latency possible in a VAE, (2) total system latency and individual latencies of system components, including head-trackers, are frequently not measured by VAE developers, and (3) typical system latencies may result in under-sampling of relative listener-source motion of 400 degrees/sec as well as positional "jitter" in the simulated source. To clearly specify the dynamic performance of a particular VAE, users and developers need to make measurements of average system latency, update rate, and their variability using standardized rendering scenarios. a parameters such as the minimum audible movement angle can then be used as target guidelines to assess whether a given system meets perceptual requirements.

Wenzel, Elizabeth M.↗

Deploying a Model Predictive Traffic Signal Control Algorithm - A Field Deployment Experiment Case Study

This paper presents a field deployment experiment of a real-time traffic signal control algorithm. We implemented the model predictive control (MPC) algorithm based on the virtual phase-link (VPL) model. We selected the deployment locations and times based on an energy saving potential concept. We developed a set of experiment systems, which included sensing, processing, and actuating components, to enable field deployment. We tested the systems rigorously before the experiment days. We reported the key procedures on the experiment days, including the steps taken, the real-time control procedure, and the monitoring of the experiment. We evaluated the impact of the deployment by looking at the changes in delay and energy consumption.

deployment↗

Shared virtual environments for aerospace training

Virtual environments have the potential to significantly enhance the training of NASA astronauts and ground-based personnel for a variety of activities. A critical requirement is the need to share virtual environments, in real or near real time, between remote sites. It has been hypothesized that the training of international astronaut crews could be done more cheaply and effectively by utilizing such shared virtual environments in the early stages of mission preparation. The Software Technology Branch at NASA's Johnson Space Center has developed the capability for multiple users to simultaneously share the same virtual environment. Each user generates the graphics needed to create the virtual environment. All changes of object position and state are communicated to all users so that each virtual environment maintains its 'currency.' Examples of these shared environments will be discussed and plans for the utilization of the Department of Defense's Distributed Interactive Simulation (DIS) protocols for shared virtual environments will be presented. Finally, the impact of this technology on training and education in general will be explored.

Loftin, R. Bowen↗