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At least 163 records · Page 9

Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder

We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.

Stoker, C.↗

SMEX-Lite Modular Solar Array Architecture

The NASA Small Explorer (SMEX) missions have typically had three years between mission definition and launch. This short schedule has posed significant challenges with respect to solar array design and procurement. Typically, the solar panel geometry is frozen prior to going out with a procurement. However, with the SMEX schedule, it has been virtually impossible to freeze the geometry in time to avoid scheduling problems with integrating the solar panels to the spacecraft. A modular solar array architecture was developed to alleviate this problem. This approach involves procuring sufficient modules for multiple missions and assembling the modules onto a solar array framework that is unique to each mission. The modular approach removes the solar array from the critical path of the SMEX integration and testing schedule. It also reduces the cost per unit area of the solar arrays and facilitates the inclusion of experiments involving new solar cell or panel technologies in the SMEX missions.

Lyons, John W.↗

Performance Monitoring and Assessment of Neuro-Adaptive Controllers for Aerospace Applications Using a Bayesian Approach

Modem aircraft, UAVs, and robotic spacecraft pose substantial requirements on controllers in the light of ever increasing demands for reusability, affordability, and reliability. The individual systems (which are often nonlinear) must be controlled safely and reliably in environments where it is virtually impossible to analyze-ahead of time- all the important and possible scenarios and environmental factors. For example, system components (e.g., gyros, bearings of reaction wheels, valves) may deteriorate or break during autonomous UAV operation or long-lasting space missions, leading to a sudden, drastic change in vehicle performance. Manual repair or replacement is not an option in such cases. Instead, the system must be able to cope with equipment failure and deterioration. Controllability of the system must be retained as good as possible or re-established as fast as possible with a minimum of deactivation or shutdown of the system being controlled. In such situations the control engineer has to employ adaptive control systems that automatically sense and correct themselves whenever drastic disturbances and/or severe changes in the plant or environment occur.

Gupta, Pramod↗

A Virtual Bioinformatics Knowledge Environment for Early Cancer Detection

Discovery of disease biomarkers for cancer is a leading focus of early detection. The National Cancer Institute created a network of collaborating institutions focused on the discovery and validation of cancer biomarkers called the Early Detection Research Network (EDRN). Informatics plays a key role in enabling a virtual knowledge environment that provides scientists real time access to distributed data sets located at research institutions across the nation. The distributed and heterogeneous nature of the collaboration makes data sharing across institutions very difficult. EDRN has developed a comprehensive informatics effort focused on developing a national infrastructure enabling seamless access, sharing and discovery of science data resources across all EDRN sites. This paper will discuss the EDRN knowledge system architecture, its objectives and its accomplishments.

knowledge systems↗

V-Man Generation for 3-D Real Time Animation

The V-Man project has developed an intuitive authoring and intelligent system to create, animate, control and interact in real-time with a new generation of 3D virtual characters: The V-Men. It combines several innovative algorithms coming from Virtual Reality, Physical Simulation, Computer Vision, Robotics and Artificial Intelligence. Given a high-level task like "walk to that spot" or "get that object", a V-Man generates the complete animation required to accomplish the task. V-Men synthesise motion at runtime according to their environment, their task and their physical parameters, drawing upon its unique set of skills manufactured during the character creation. The key to the system is the automated creation of realistic V-Men, not requiring the expertise of an animator. It is based on real human data captured by 3D static and dynamic body scanners, which is then processed to generate firstly animatable body meshes, secondly 3D garments and finally skinned body meshes.

Nebel, Jean-Christophe↗

Generalized interactions using virtual tools within the spring framework: cutting

We present schemes for real-time generalized mesh cutting. Starting with the a basic example, we describe the details of implementing cutting on single and multiple surface objects as well as hybrid and volumetric meshes using virtual tools with single and multiple cutting surfaces. These methods have been implemented in a robust surgical simulation environment allowing us to model procedures ranging from animal dissection to cleft lip correction.

Feedback↗

Scripting human animations in a virtual environment

The current deficiencies of virtual environment (VE) are well known: annoying lag time in drawing the current view, drastically simplified environments to reduce that time lag, low resolution and narrow field of view. Animation scripting is an application of VE technology which can be carried out successfully despite these deficiencies. The final product is a smoothly moving high resolution animation displaying detailed models. In this system, the user is represented by a human computer model with the same body proportions. Using magnetic tracking, the motions of the model's upper torso, head and arms are controlled by the user's movements (18 degrees of freedom). The model's lower torso and global position and orientation are controlled by a spaceball and keypad (12 degrees of freedom). Using this system human motion scripts can be extracted from the user's movements while immersed in a simplified virtual environment. Recorded data is used to define key frames; motion is interpolated between them and post processing adds a more detailed environment. The result is a considerable savings in time and a much more natural-looking movement of a human figure in a smooth and seamless animation.

Goldsby, Michael E.↗

Architectural design and simulation of a virtual memory

Virtual memory is an imaginary main memory with a very large capacity which the programmer has at his disposal. It greatly contributes to the solution of the dynamic storage allocation problem. The architectural design of a virtual memory is presented which implements by hardware the idea of queuing and scheduling the page requests to a paging drum in such a way that the access of the paging drum is increased many times. With the design, an increase of up to 16 times in page transfer rate is achievable when the virtual memory is heavily loaded. This in turn makes feasible a great increase in the system throughput.

Kwok, G.↗

An Onboard ISS Virtual Reality Trainer

Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT) provides an immersive 3D environment similar to the one experienced at the VRLab crew training facility at the NASA Johnson Space Center. VRT bridges the gap by allowing crew members to experience an interactive, 3D environment to reinforce skills already learned and to explore new work sites and repair procedures outside the Station.

Miralles, Evelyn↗

Fast Response Shape Memory Effect Titanium Nickel (TiNi) Foam Torque Tubes

Shape Change Technologies has developed a process to manufacture net-shaped TiNi foam torque tubes that demonstrate the shape memory effect. The torque tubes dramatically reduce response time by a factor of 10. This Phase II project matured the actuator technology by rigorously characterizing the process to optimize the quality of the TiNi and developing a set of metrics to provide ISO 9002 quality assurance. A laboratory virtual instrument engineering workbench (LabVIEW'TM')-based, real-time control of the torsional actuators was developed. These actuators were developed with The Boeing Company for aerospace applications.

Jardine, Peter↗

Bird's Eye View - A 3-D Situational Awareness Tool for the Space Station

Even as space-qualified computer hardware lags well behind the latest home computers, the possibility of using high-fidelity interactive 3-D graphics for displaying important on board information has finally arrived, and is being used on board the International Space Station (ISS). With the quantity and complexity of space-flight telemetry, 3-D displays can greatly enhance the ability of users, both onboard and on the ground, to interpret data quickly and accurately. This is particularly true for data related to vehicle attitude, position, configuration, and relation to other objects on the ground or in-orbit Bird's Eye View (BEV) is a 3-D real-time application that provides a high degree of Situational Awareness for the crew. Its purpose is to instantly convey important motion-related parameters to the crew and mission controllers by presenting 3-D simulated camera views of the International Space Station (ISS) in its actual environment Driven by actual telemetry, and running on board, as well as on the ground, the user can visualize the Space Station relative to the Earth, Sun, stars, various reference frames, and selected targets, such as ground-sites or communication satellites. Since the actual ISS configuration (geometry) is also modeled accurately, everything from the alignment of the solar panels to the expected view from a selected window can be visualized accurately. A virtual representation of the Space Station in real time has many useful applications. By selecting different cameras, the crew or mission control can monitor the station's orientation in space, position over the Earth, transition from day to night, direction to the Sun, the view from a particular window, or the motion of the robotic arm. By viewing the vehicle attitude and solar panel orientations relative to the Sun, the power status of the ISS can be easily visualized and understood. Similarly, the thermal impacts of vehicle attitude can be analyzed and visually confirmed. Communication opportunities can be displayed, and line-of-sight blockage due to interference by the vehicle structure (or the Earth) can be seen easily. Additional features in BEV display targets on the ground and in-orbit, including cities, communication sites, landmarks, satellites, and special sites of scientific interest for Earth observation and photography. Any target can be selected and tracked. This gives the user a continual line-of-sight to the target of current interest, and real-time knowledge about its visibility. Similarly, the vehicle ground-track, and an option to show "visibility circles" around displayed ground sites, provide continuous insight regarding current and future visibility to any target BEV was designed with inputs from many disciplines in the flight control and operations community both at NASA and from the International Partners. As such, BEV is setting the standards for interactive 3-D graphics for spacecraft applications. One important contribution of BEV is a generic graphical interface for camera control that can be used for any 3-D applications. This interface has become part of the International Display and Graphics Standards for the 16-nation ISS partnership. Many other standards related to camera properties, and the display of 3-D data, also have been defined by BEV. Future enhancements to BEV will include capabilities related to simulating ahead of the current time. This will give the user tools for analyzing off-nominal and future scenarios, as well as for planning future operations.

Dershowitz, Adam↗

Lighting the Way for Quicker, Safer Healing

Who's to say that a little light can t go a long way? Tiny light-emitting diode (LED) chips used to grow plants in space are lighting the way for cancer treatment, wound healing, and chronic pain alleviation on Earth. In 1993, Quantum Devices, Inc. (QDI), of Barneveld, Wisconsin, began developing the HEALS (High Emissivity Aluminiferous Light-emitting Substrate) technology to provide high-intensity, solid-state LED lighting systems for NASA Space Shuttle plant growth experiments. The company evolved out of cooperative efforts with the Wisconsin Center for Space Automation and Robotics (WCSAR) at the University of Wisconsin-Madison a NASA center for the Commercial Development of Space. Ronald W. Ignatius, QDI s president and chairman, represented one of WCSAR s industrial partners at the time. WCSAR was conducting research on light sources for promoting food growth within closed environments where humans would be present for a long duration, such as the Space Shuttle and the International Space Station. With the support of WCSAR, Ignatius experimented with LEDs, which provide high-energy efficiency and virtually no heat, despite releasing waves of light 10 times brighter than the Sun. Ignatius admits that some scientists involved in the project were skeptical at first, thinking that the idea of using LEDs to promote plant growth was far-fetched. The experiments, however, demonstrated that red LED wavelengths could boost the energy metabolism of cells to advance plant growth and photosynthesis. This finding prompted Ignatius to develop a line of LED products that emit the exact wavelength of light that plants use in photosynthesis. Our company gives credit to Dr. Ray Bula, the director of WCSAR, for having the foresight to go against the prevailing dogma of the time and design the first plant experiment using monochromatic light to grow lettuce plants, Ignatius proclaims. In 1989, Ignatius formed QDI to bring the salt grain-sized LEDs to market, and in October 1995, the light sources made their Space Shuttle flight debut on the second U.S. Microgravity Laboratory Spacelab mission (STS-73, Columbia)

Source record↗

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.↗

Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

Searcy, Brittani↗

Fast Plasma Instrument for MMS: Simulation Results

Magnetospheric Multiscale (MMS) mission will study small-scale reconnection structures and their rapid motions from closely spaced platforms using instruments capable of high angular, energy, and time resolution measurements. The Dual Electron Spectrometer (DES) of the Fast Plasma Instrument (FPI) for MMS meets these demanding requirements by acquiring the electron velocity distribution functions (VDFs) for the full sky with high-resolution angular measurements every 30 ms. This will provide unprecedented access to electron scale dynamics within the reconnection diffusion region. The DES consists of eight half-top-hat energy analyzers. Each analyzer has a 6 deg. x 11.25 deg. Full-sky coverage is achieved by electrostatically stepping the FOV of each of the eight sensors through four discrete deflection look directions. Data compression and burst memory management will provide approximately 30 minutes of high time resolution data during each orbit of the four MMS spacecraft. Each spacecraft will intelligently downlink the data sequences that contain the greatest amount of temporal structure. Here we present the results of a simulation of the DES analyzer measurements, data compression and decompression, as well as ground-based analysis using as a seed re-processed Cluster/PEACE electron measurements. The Cluster/PEACE electron measurements have been reprocessed through virtual DES analyzers with their proper geometrical, energy, and timing scale factors and re-mapped via interpolation to the DES angular and energy phase-space sampling measurements. The results of the simulated DES measurements are analyzed and the full moments of the simulated VDFs are compared with those obtained from the Cluster/PEACE spectrometer using a standard quadrature moment, a newly implemented spectral spherical harmonic method, and a singular value decomposition method. Our preliminary moment calculations show a remarkable agreement within the uncertainties of the measurements, with the results obtained by the Cluster/PEACE electron spectrometers. The data analyzed was selected because it represented a potential reconnection event as currently published.

Figueroa-Vinas, Adolfo↗

Meteoritic evidence for the Maunder minimum in solar activity

Concentrations of argon-39 produced by cosmic rays in the metal in 30 meteorites are remarkably similar, but they are slightly higher than expected for the present solar-cycle-averaged flux of cosmic rays. This supports the idea suggested by Eddy (1976) that there were prolonged minima in solar activity before 1715 which caused the deVries maximum in carbon-14 in earth's atmosphere by reducing the amount of cosmic-ray modulation in interplanetary space. The observations are easily consistent with 180 years of 'sunspot minimum' modulation during the Maunder and Spoerer minima, and possibly with virtually no solar modulation at all during that time. This would indicate that the solar wind then contained very little magnetic turbulence or whatever it is in the solar wind that causes the modulation of galactic cosmic rays.

Forman, M. A.↗

Prospects for a breakthrough in field-dependent 'propulsion'

If sufficient justification exists to start the development of a field physics laboratory, attention might well be given to the development of two advanced types of field-independent propulsion systems. These are gravimagnetic systems and field resonance systems. The first are multipurpose propulsion systems employing the 'gravitational' effects of coherent electromagnetic energy configurations. The second are deep-space propulsion systems which artificially generate an energy pattern that matches precisely, or resonates with, a virtual pattern associated with a distant space-time point. A new model of space-time/field interactions is used in the present paper to describe the potential characteristics of electromagnetic/gravitational field interactions and the performance capabilities of these two propulsion systems.

Holt, A. C.↗

Normal incidence spectrophotometer using high density transmission grating technology and highly efficiency silicon photodiodes for absolute solar EUV irradiance measurements

New developments in transmission grating and photodiode technology now make it possible to realize spectrometers in the extreme ultraviolet (EUV) spectral region (wavelengths less than 1000 A) which are expected to be virtually constant in their diffraction and detector properties. Time dependent effects associated with reflection gratings are eliminated through the use of free standing transmission gratings. These gratings together with recently developed and highly stable EUV photodiodes have been utilized to construct a highly stable normal incidence spectrophotometer to monitor the variability and absolute intensity of the solar 304 A line. Owing to its low weight and compactness, such a spectrometer will be a valuable tool for providing absolute solar irradiance throughout the EUV. This novel instrument will also be useful for cross-calibrating other EUV flight instruments and will be flown on a series of Hitchhiker Shuttle Flights and on SOHO. A preliminary version of this instrument has been fabricated and characterized, and the results are described.

Ogawa, H. S.↗